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383 行
14 KiB
383 行
14 KiB
using UnityEngine;
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using UnityEngine.SceneManagement;
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using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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using System.Collections;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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[ExecuteInEditMode]
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public class LevelLightmapData : MonoBehaviour
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{
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[System.Serializable]
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public class SphericalHarmonics
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{
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public float[] coefficients = new float[27];
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}
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[System.Serializable]
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public class RendererInfo
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{
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public Renderer renderer;
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public int lightmapIndex;
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public Vector4 lightmapOffsetScale;
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}
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[System.Serializable]
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public class LightingScenarioData {
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public RendererInfo[] rendererInfos;
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public Texture2D[] lightmaps;
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public Texture2D[] lightmapsDir;
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public Texture2D[] shadowMasks;
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public LightmapsMode lightmapsMode;
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public SphericalHarmonics[] lightProbes;
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public bool hasRealtimeLights;
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}
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public bool latestBuildHasReltimeLights;
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public bool allowLoadingLightingScenes = true;
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[SerializeField]
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List<LightingScenarioData> lightingScenariosData;
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#if UNITY_EDITOR
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[SerializeField]
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public List<SceneAsset> lightingScenariosScenes;
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#endif
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[SerializeField]
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public String[] lightingScenesNames = new string[1];
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public int currentLightingScenario = -1;
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public int previousLightingScenario = -1;
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private Coroutine m_SwitchSceneCoroutine;
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[SerializeField]
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public int lightingScenariosCount;
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//TODO : enable logs only when verbose enabled
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public bool verbose = false;
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private List<SphericalHarmonicsL2[]> lightProbesRuntime = new List<SphericalHarmonicsL2[]>();
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public void LoadLightingScenario(int index)
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{
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if(index != currentLightingScenario)
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{
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previousLightingScenario = currentLightingScenario == -1 ? index : currentLightingScenario;
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currentLightingScenario = index;
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LightmapSettings.lightmapsMode = lightingScenariosData[index].lightmapsMode;
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if(allowLoadingLightingScenes)
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m_SwitchSceneCoroutine = StartCoroutine(SwitchSceneCoroutine(lightingScenesNames[previousLightingScenario], lightingScenesNames[currentLightingScenario]));
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var newLightmaps = LoadLightmaps(index);
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ApplyRendererInfo(lightingScenariosData[index].rendererInfos);
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LightmapSettings.lightmaps = newLightmaps;
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LoadLightProbes(currentLightingScenario);
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}
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}
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private void Start()
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{
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PrepareLightProbeArrays();
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}
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private void PrepareLightProbeArrays()
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{
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for (int x = 0; x < lightingScenariosCount; x++)
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{
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lightProbesRuntime.Add(DeserializeLightProbes(x));
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}
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}
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private SphericalHarmonicsL2[] DeserializeLightProbes(int index)
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{
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var sphericalHarmonicsArray = new SphericalHarmonicsL2[lightingScenariosData[index].lightProbes.Length];
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for (int i = 0; i < lightingScenariosData[index].lightProbes.Length; i++)
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{
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var sphericalHarmonics = new SphericalHarmonicsL2();
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// j is coefficient
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for (int j = 0; j < 3; j++)
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{
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//k is channel ( r g b )
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for (int k = 0; k < 9; k++)
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{
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sphericalHarmonics[j, k] = lightingScenariosData[index].lightProbes[i].coefficients[j * 9 + k];
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}
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}
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sphericalHarmonicsArray[i] = sphericalHarmonics;
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}
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return sphericalHarmonicsArray;
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}
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IEnumerator SwitchSceneCoroutine(string sceneToUnload, string sceneToLoad)
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{
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AsyncOperation unloadop = null;
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AsyncOperation loadop = null;
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if (sceneToUnload != null && sceneToUnload != string.Empty && sceneToUnload != sceneToLoad)
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{
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unloadop = SceneManager.UnloadSceneAsync(sceneToUnload);
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while (!unloadop.isDone)
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{
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yield return new WaitForEndOfFrame();
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}
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}
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if(sceneToLoad != null && sceneToLoad != string.Empty && sceneToLoad != "")
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{
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loadop = SceneManager.LoadSceneAsync(sceneToLoad, LoadSceneMode.Additive);
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while ((!loadop.isDone || loadop == null))
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{
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yield return new WaitForEndOfFrame();
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}
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SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneToLoad));
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}
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LoadLightProbes(currentLightingScenario);
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}
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LightmapData[] LoadLightmaps(int index)
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{
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if (lightingScenariosData[index].lightmaps == null
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|| lightingScenariosData[index].lightmaps.Length == 0)
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{
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Debug.LogWarning("No lightmaps stored in scenario " + index);
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return null;
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}
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var newLightmaps = new LightmapData[lightingScenariosData[index].lightmaps.Length];
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for (int i = 0; i < newLightmaps.Length; i++)
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{
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newLightmaps[i] = new LightmapData();
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newLightmaps[i].lightmapColor = lightingScenariosData[index].lightmaps[i];
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if (lightingScenariosData[index].lightmapsMode != LightmapsMode.NonDirectional)
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{
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newLightmaps[i].lightmapDir = lightingScenariosData[index].lightmapsDir[i];
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}
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if (lightingScenariosData[index].shadowMasks.Length > 0)
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{
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newLightmaps[i].shadowMask = lightingScenariosData[index].shadowMasks[i];
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}
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}
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return newLightmaps;
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}
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public void ApplyRendererInfo(RendererInfo[] infos)
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{
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try
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{
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Terrain terrain = FindObjectOfType<Terrain>();
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int i = 0;
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if (terrain != null)
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{
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terrain.lightmapIndex = infos[i].lightmapIndex;
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terrain.lightmapScaleOffset = infos[i].lightmapOffsetScale;
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i++;
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}
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for (int j = i; j < infos.Length; j++)
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{
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RendererInfo info = infos[j];
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//if (info.renderer == null)
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//continue;
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info.renderer.lightmapIndex = infos[j].lightmapIndex;
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if (!info.renderer.isPartOfStaticBatch)
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{
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info.renderer.lightmapScaleOffset = infos[j].lightmapOffsetScale;
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}
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if (info.renderer.isPartOfStaticBatch && verbose == true && Application.isEditor)
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{
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Debug.Log("Object " + info.renderer.gameObject.name + " is part of static batch, skipping lightmap offset and scale.");
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}
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}
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}
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catch (Exception e)
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{
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Debug.LogError("Error in ApplyRendererInfo:" + e.GetType().ToString());
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}
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}
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public void LoadLightProbes(int index)
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{
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if (Application.isEditor && !Application.isPlaying)
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{
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PrepareLightProbeArrays();
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}
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try
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{
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LightmapSettings.lightProbes.bakedProbes = lightProbesRuntime[index];
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}
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catch { Debug.LogWarning("Warning, error when trying to load lightprobes for scenario " + index); }
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}
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public void StoreLightmapInfos(int index)
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{
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var newLightingScenarioData = new LightingScenarioData ();
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var newRendererInfos = new List<RendererInfo>();
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var newLightmapsTextures = new List<Texture2D>();
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var newLightmapsTexturesDir = new List<Texture2D>();
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var newLightmapsMode = new LightmapsMode();
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var newSphericalHarmonicsList = new List<SphericalHarmonics>();
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var newLightmapsShadowMasks = new List<Texture2D>();
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newLightmapsMode = LightmapSettings.lightmapsMode;
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GenerateLightmapInfo(gameObject, newRendererInfos, newLightmapsTextures, newLightmapsTexturesDir, newLightmapsShadowMasks, newLightmapsMode);
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newLightingScenarioData.lightmapsMode = newLightmapsMode;
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newLightingScenarioData.lightmaps = newLightmapsTextures.ToArray();
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if (newLightmapsMode != LightmapsMode.NonDirectional)
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{
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newLightingScenarioData.lightmapsDir = newLightmapsTexturesDir.ToArray();
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}
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//Mixed or realtime support
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newLightingScenarioData.hasRealtimeLights = latestBuildHasReltimeLights;
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newLightingScenarioData.shadowMasks = newLightmapsShadowMasks.ToArray();
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newLightingScenarioData.rendererInfos = newRendererInfos.ToArray();
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var scene_LightProbes = new SphericalHarmonicsL2[LightmapSettings.lightProbes.bakedProbes.Length];
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scene_LightProbes = LightmapSettings.lightProbes.bakedProbes;
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for (int i = 0; i < scene_LightProbes.Length; i++)
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{
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var SHCoeff = new SphericalHarmonics();
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// j is coefficient
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for (int j = 0; j < 3; j++)
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{
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//k is channel ( r g b )
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for (int k = 0; k < 9; k++)
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{
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SHCoeff.coefficients[j*9+k] = scene_LightProbes[i][j, k];
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}
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}
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newSphericalHarmonicsList.Add(SHCoeff);
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}
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newLightingScenarioData.lightProbes = newSphericalHarmonicsList.ToArray ();
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if (lightingScenariosData.Count < index + 1)
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{
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lightingScenariosData.Insert(index, newLightingScenarioData);
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}
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else
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{
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lightingScenariosData[index] = newLightingScenarioData;
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}
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lightingScenariosCount = lightingScenariosData.Count;
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if (lightingScenesNames == null || lightingScenesNames.Length< lightingScenariosCount)
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{
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lightingScenesNames = new string[lightingScenariosCount];
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}
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}
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static void GenerateLightmapInfo(GameObject root, List<RendererInfo> newRendererInfos, List<Texture2D> newLightmapsLight, List<Texture2D> newLightmapsDir, List<Texture2D> newLightmapsShadow, LightmapsMode newLightmapsMode)
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{
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Terrain terrain = FindObjectOfType<Terrain>();
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if (terrain != null && terrain.lightmapIndex != -1 && terrain.lightmapIndex != 65534)
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{
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RendererInfo terrainRendererInfo = new RendererInfo();
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terrainRendererInfo.lightmapOffsetScale = terrain.lightmapScaleOffset;
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Texture2D lightmaplight = LightmapSettings.lightmaps[terrain.lightmapIndex].lightmapColor;
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terrainRendererInfo.lightmapIndex = newLightmapsLight.IndexOf(lightmaplight);
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if (terrainRendererInfo.lightmapIndex == -1)
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{
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terrainRendererInfo.lightmapIndex = newLightmapsLight.Count;
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newLightmapsLight.Add(lightmaplight);
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}
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if (newLightmapsMode != LightmapsMode.NonDirectional)
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{
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Texture2D lightmapdir = LightmapSettings.lightmaps[terrain.lightmapIndex].lightmapDir;
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terrainRendererInfo.lightmapIndex = newLightmapsDir.IndexOf(lightmapdir);
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if (terrainRendererInfo.lightmapIndex == -1)
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{
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terrainRendererInfo.lightmapIndex = newLightmapsDir.Count;
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newLightmapsDir.Add(lightmapdir);
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}
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}
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if (LightmapSettings.lightmaps[terrain.lightmapIndex].shadowMask != null)
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{
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Texture2D lightmapShadow = LightmapSettings.lightmaps[terrain.lightmapIndex].shadowMask;
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terrainRendererInfo.lightmapIndex = newLightmapsShadow.IndexOf(lightmapShadow);
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if (terrainRendererInfo.lightmapIndex == -1)
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{
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terrainRendererInfo.lightmapIndex = newLightmapsShadow.Count;
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newLightmapsShadow.Add(lightmapShadow);
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}
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}
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newRendererInfos.Add(terrainRendererInfo);
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if (Application.isEditor)
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Debug.Log("Terrain lightmap stored in" + terrainRendererInfo.lightmapIndex.ToString());
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}
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var renderers = FindObjectsOfType(typeof(Renderer));
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if (Application.isEditor)
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Debug.Log("stored info for " + renderers.Length + " meshrenderers");
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foreach (Renderer renderer in renderers)
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{
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if (renderer.lightmapIndex != -1 && renderer.lightmapIndex != 65534)
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{
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RendererInfo info = new RendererInfo();
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info.renderer = renderer;
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info.lightmapOffsetScale = renderer.lightmapScaleOffset;
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Texture2D lightmaplight = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor;
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info.lightmapIndex = newLightmapsLight.IndexOf(lightmaplight);
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if (info.lightmapIndex == -1)
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{
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info.lightmapIndex = newLightmapsLight.Count;
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newLightmapsLight.Add(lightmaplight);
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}
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if (newLightmapsMode != LightmapsMode.NonDirectional)
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{
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Texture2D lightmapdir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
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info.lightmapIndex = newLightmapsDir.IndexOf(lightmapdir);
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if (info.lightmapIndex == -1)
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{
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info.lightmapIndex = newLightmapsDir.Count;
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newLightmapsDir.Add(lightmapdir);
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}
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}
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if (LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask != null)
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{
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Texture2D lightmapShadow = LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask;
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info.lightmapIndex = newLightmapsShadow.IndexOf(lightmapShadow);
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if (info.lightmapIndex == -1)
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{
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info.lightmapIndex = newLightmapsShadow.Count;
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newLightmapsShadow.Add(lightmapShadow);
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}
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}
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newRendererInfos.Add(info);
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}
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}
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}
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}
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