Beispiel #1
0
        static Texture2D SaveTexture(Texture2D texture, string name)
        {
            var path = SceneLOD.GetSceneLODPath() + name;

            path = Path.ChangeExtension(path, "PNG");

            var assetPath = "Assets" + Path.DirectorySeparatorChar + path;
            var dataPath  = Application.dataPath + Path.DirectorySeparatorChar + path;

            var dirPath = Path.GetDirectoryName(dataPath);

            if (Directory.Exists(dirPath) == false)
            {
                Directory.CreateDirectory(dirPath);
            }


            byte[] binary = texture.EncodeToPNG();
            File.WriteAllBytes(dataPath, binary);

            AssetDatabase.ImportAsset(assetPath);
            return(AssetDatabase.LoadAssetAtPath <Texture2D>(assetPath));
        }
Beispiel #2
0
 private static string GetConfigPath()
 {
     return("Assets/" + SceneLOD.GetScenePath() + "SceneLODConfig.asset");
 }
Beispiel #3
0
        public void Destroy()
        {
            MonoBehaviourHelper.StartCoroutine(ObjectUtils.FindGameObject("HLODs",
                                                                          root => { DestroyImmediate(root); }));

            Utilities.FileUtils.DeleteDirectory(Application.dataPath + Path.DirectorySeparatorChar + SceneLOD.GetSceneLODPath());
            AssetDatabase.Refresh();
        }
Beispiel #4
0
        public IEnumerator Batch(GameObject hlodRoot, System.Action <float> progress)
        {
            yield return(PackTextures(hlodRoot));

            Dictionary <Texture2D, Material> createdMaterials = new Dictionary <Texture2D, Material>();


            for (int childIndex = 0; childIndex < hlodRoot.transform.childCount; ++childIndex)
            {
                var child = hlodRoot.transform.GetChild(childIndex);

                var go        = child.gameObject;
                var renderers = go.GetComponentsInChildren <Renderer>();
                var materials = new HashSet <Material>(renderers.SelectMany(r => r.sharedMaterials));

                TextureAtlas atlas = packer.GetAtlas(go);

                var atlasLookup   = new Dictionary <Texture2D, Rect>();
                var atlasTextures = atlas.textures;
                for (int i = 0; i < atlasTextures.Length; i++)
                {
                    atlasLookup[atlasTextures[i]] = atlas.uvs[i];
                }

                MeshFilter[] meshFilters = go.GetComponentsInChildren <MeshFilter>();
                var          combine     = new List <CombineInstance>();
                for (int i = 0; i < meshFilters.Length; i++)
                {
                    var mf         = meshFilters[i];
                    var sharedMesh = mf.sharedMesh;

                    if (!sharedMesh)
                    {
                        continue;
                    }

                    if (!sharedMesh.isReadable)
                    {
                        var assetPath = AssetDatabase.GetAssetPath(sharedMesh);
                        if (!string.IsNullOrEmpty(assetPath))
                        {
                            var importer = AssetImporter.GetAtPath(assetPath) as ModelImporter;
                            if (importer)
                            {
                                importer.isReadable = true;
                                importer.SaveAndReimport();
                            }
                        }
                    }

                    var mesh = Object.Instantiate(sharedMesh);

                    var mr = mf.GetComponent <MeshRenderer>();
                    var sharedMaterials = mr.sharedMaterials;
                    var uv     = mesh.uv;
                    var colors = mesh.colors;
                    if (colors == null || colors.Length == 0)
                    {
                        colors = new Color[uv.Length];
                    }
                    var updated   = new bool[uv.Length];
                    var triangles = new List <int>();

                    // Some meshes have submeshes that either aren't expected to render or are missing a material, so go ahead and skip
                    var subMeshCount = Mathf.Min(mesh.subMeshCount, sharedMaterials.Length);
                    for (int j = 0; j < subMeshCount; j++)
                    {
                        var sharedMaterial = sharedMaterials[Mathf.Min(j, sharedMaterials.Length - 1)];
                        var mainTexture    = whiteTexture;
                        var materialColor  = Color.white;

                        if (sharedMaterial)
                        {
                            var texture = GetTexture(sharedMaterial);
                            if (texture)
                            {
                                mainTexture = texture;
                            }

                            if (sharedMaterial.HasProperty("_Color"))
                            {
                                materialColor = sharedMaterial.color;
                            }
                        }

                        if (mesh.GetTopology(j) != MeshTopology.Triangles)
                        {
                            Debug.LogWarning("Mesh must have triangles", mf);
                            continue;
                        }

                        triangles.Clear();
                        mesh.GetTriangles(triangles, j);
                        var uvOffset = atlasLookup[mainTexture];
                        foreach (var t in triangles)
                        {
                            if (!updated[t])
                            {
                                var uvCoord = uv[t];
                                if (mainTexture == whiteTexture)
                                {
                                    // Sample at center of white texture to avoid sampling edge colors incorrectly
                                    uvCoord.x = 0.5f;
                                    uvCoord.y = 0.5f;
                                }

                                uvCoord.x = Mathf.Lerp(uvOffset.xMin, uvOffset.xMax, uvCoord.x);
                                uvCoord.y = Mathf.Lerp(uvOffset.yMin, uvOffset.yMax, uvCoord.y);
                                uv[t]     = uvCoord;

                                if (mainTexture == whiteTexture)
                                {
                                    colors[t] = materialColor;
                                }
                                else
                                {
                                    colors[t] = Color.white;
                                }

                                updated[t] = true;
                            }
                        }
                    }

                    mesh.uv     = uv;
                    mesh.uv2    = null;
                    mesh.colors = colors;

                    for (int j = 0; j < subMeshCount; ++j)
                    {
                        var ci = new CombineInstance();
                        ci.mesh         = mesh;
                        ci.subMeshIndex = j;
                        ci.transform    = mf.transform.localToWorldMatrix;
                        combine.Add(ci);
                    }


                    mf.gameObject.SetActive(false);
                }

                var combinedMesh = new Mesh();
#if UNITY_2017_3_OR_NEWER
                combinedMesh.indexFormat = IndexFormat.UInt32;
#endif
                combinedMesh.CombineMeshes(combine.ToArray(), true, true);
                combinedMesh.RecalculateBounds();
                var meshFilter = go.AddComponent <MeshFilter>();
                meshFilter.sharedMesh = combinedMesh;

                for (int i = 0; i < meshFilters.Length; i++)
                {
                    Object.DestroyImmediate(meshFilters[i].gameObject);
                }

                var      meshRenderer = go.AddComponent <MeshRenderer>();
                Material material     = null;
                if (createdMaterials.ContainsKey(atlas.textureAtlas) == false)
                {
                    if (option.BatchMaterial == null)
                    {
                        material = new Material(Shader.Find("Custom/AutoLOD/SimpleBatcher"));
                    }
                    else
                    {
                        material = new Material(option.BatchMaterial);
                    }

                    material.mainTexture = atlas.textureAtlas;

                    string matName = hlodRoot.name + "_" + createdMaterials.Count;
                    AssetDatabase.CreateAsset(material, "Assets/" + SceneLOD.GetSceneLODPath() + matName + ".mat");

                    createdMaterials.Add(atlas.textureAtlas, material);
                }
                else
                {
                    material = createdMaterials[atlas.textureAtlas];
                }

                meshRenderer.sharedMaterial = material;

                string assetName = hlodRoot.name + "_" + go.name;

                AssetDatabase.CreateAsset(combinedMesh,
                                          "Assets/" + SceneLOD.GetSceneLODPath() + assetName + ".asset");
                AssetDatabase.SaveAssets();

                if (progress != null)
                {
                    progress((float)childIndex / (float)hlodRoot.transform.childCount);
                }
                yield return(null);
            }
        }