public override bool Equals(object obj) { MultiMatSubmeshInfo b = (MultiMatSubmeshInfo)obj; return(stdBlendMode == b.stdBlendMode && shader == b.shader); }
//posibilities // using fixOutOfBoundsUVs or not // public static void ConfigureMutiMaterialsFromObjsToCombine(MB3_TextureBaker mom, SerializedProperty resultMaterials, SerializedObject textureBaker) { if (mom.GetObjectsToCombine().Count == 0) { Debug.LogError("You need to add some objects to combine before building the multi material list."); return; } if (resultMaterials.arraySize > 0) { Debug.LogError("You already have some source to combined material mappings configured. You must remove these before doing this operation."); return; } if (mom.textureBakeResults == null) { Debug.LogError("Texture Bake Result asset must be set before using this operation."); return; } Dictionary <MultiMatSubmeshInfo, List <List <Material> > > shader2Material_map = new Dictionary <MultiMatSubmeshInfo, List <List <Material> > >(); Dictionary <Material, Mesh> obUVobject2mesh_map = new Dictionary <Material, Mesh>(); //validate that the objects to be combined are valid for (int i = 0; i < mom.GetObjectsToCombine().Count; i++) { GameObject go = mom.GetObjectsToCombine()[i]; if (go == null) { Debug.LogError("Null object in list of objects to combine at position " + i); return; } Renderer r = go.GetComponent <Renderer>(); if (r == null || (!(r is MeshRenderer) && !(r is SkinnedMeshRenderer))) { Debug.LogError("GameObject at position " + i + " in list of objects to combine did not have a renderer"); return; } if (r.sharedMaterial == null) { Debug.LogError("GameObject at position " + i + " in list of objects to combine has a null material"); return; } } //first pass put any meshes with obUVs on their own submesh if not fixing OB uvs if (mom.doMultiMaterialSplitAtlasesIfOBUVs) { for (int i = 0; i < mom.GetObjectsToCombine().Count; i++) { GameObject go = mom.GetObjectsToCombine()[i]; Mesh m = MB_Utility.GetMesh(go); MB_Utility.MeshAnalysisResult dummyMar = new MB_Utility.MeshAnalysisResult(); Renderer r = go.GetComponent <Renderer>(); for (int j = 0; j < r.sharedMaterials.Length; j++) { if (MB_Utility.hasOutOfBoundsUVs(m, ref dummyMar, j)) { if (!obUVobject2mesh_map.ContainsKey(r.sharedMaterials[j])) { Debug.LogWarning("Object " + go + " submesh " + j + " uses UVs outside the range 0,0..1,1 to generate tiling. This object has been mapped to its own submesh in the combined mesh. It can share a submesh with other objects that use different materials if you use the fix out of bounds UVs feature which will bake the tiling"); obUVobject2mesh_map.Add(r.sharedMaterials[j], m); } } } } } //second pass put other materials without OB uvs in a shader to material map for (int i = 0; i < mom.GetObjectsToCombine().Count; i++) { Renderer r = mom.GetObjectsToCombine()[i].GetComponent <Renderer>(); for (int j = 0; j < r.sharedMaterials.Length; j++) { if (!obUVobject2mesh_map.ContainsKey(r.sharedMaterials[j])) { //if not already added if (r.sharedMaterials[j] == null) { continue; } List <List <Material> > binsOfMatsThatUseShader = null; MultiMatSubmeshInfo newKey = new MultiMatSubmeshInfo(r.sharedMaterials[j].shader, r.sharedMaterials[j]); if (!shader2Material_map.TryGetValue(newKey, out binsOfMatsThatUseShader)) { binsOfMatsThatUseShader = new List <List <Material> >(); binsOfMatsThatUseShader.Add(new List <Material>()); shader2Material_map.Add(newKey, binsOfMatsThatUseShader); } if (!binsOfMatsThatUseShader[0].Contains(r.sharedMaterials[j])) { binsOfMatsThatUseShader[0].Add(r.sharedMaterials[j]); } } } } int numResMats = shader2Material_map.Count; //third pass for each shader grouping check how big the atlas would be and group into bins that would fit in an atlas if (mom.doMultiMaterialSplitAtlasesIfTooBig) { if (mom.packingAlgorithm == MB2_PackingAlgorithmEnum.UnitysPackTextures) { Debug.LogWarning("Unity texture packer does not support splitting atlases if too big. Atlases will not be split."); } else { numResMats = 0; foreach (MultiMatSubmeshInfo sh in shader2Material_map.Keys) { List <List <Material> > binsOfMatsThatUseShader = shader2Material_map[sh]; List <Material> allMatsThatUserShader = binsOfMatsThatUseShader[0];//at this point everything is in the same list binsOfMatsThatUseShader.RemoveAt(0); MB3_TextureCombiner combiner = mom.CreateAndConfigureTextureCombiner(); combiner.saveAtlasesAsAssets = false; if (allMatsThatUserShader.Count > 1) { combiner.fixOutOfBoundsUVs = mom.fixOutOfBoundsUVs; } else { combiner.fixOutOfBoundsUVs = false; } // Do the texture pack List <AtlasPackingResult> packingResults = new List <AtlasPackingResult>(); Material tempMat = new Material(sh.shader); combiner.CombineTexturesIntoAtlases(null, null, tempMat, mom.GetObjectsToCombine(), allMatsThatUserShader, null, packingResults, true); for (int i = 0; i < packingResults.Count; i++) { List <MatsAndGOs> matsData = (List <MatsAndGOs>)packingResults[i].data; List <Material> mats = new List <Material>(); for (int j = 0; j < matsData.Count; j++) { for (int kk = 0; kk < matsData[j].mats.Count; kk++) { if (!mats.Contains(matsData[j].mats[kk].mat)) { mats.Add(matsData[j].mats[kk].mat); } } } binsOfMatsThatUseShader.Add(mats); } numResMats += binsOfMatsThatUseShader.Count; } } } //build the result materials if (shader2Material_map.Count == 0 && obUVobject2mesh_map.Count == 0) { Debug.LogError("Found no materials in list of objects to combine"); } mom.resultMaterials = new MB_MultiMaterial[numResMats + obUVobject2mesh_map.Count]; string pth = AssetDatabase.GetAssetPath(mom.textureBakeResults); string baseName = Path.GetFileNameWithoutExtension(pth); string folderPath = pth.Substring(0, pth.Length - baseName.Length - 6); int k = 0; foreach (MultiMatSubmeshInfo sh in shader2Material_map.Keys) { foreach (List <Material> matsThatUse in shader2Material_map[sh]) { MB_MultiMaterial mm = mom.resultMaterials[k] = new MB_MultiMaterial(); mm.sourceMaterials = matsThatUse; if (mm.sourceMaterials.Count == 1) { mm.considerMeshUVs = false; } else { mm.considerMeshUVs = mom.fixOutOfBoundsUVs; } string matName = folderPath + baseName + "-mat" + k + ".mat"; Material newMat = new Material(Shader.Find("Diffuse")); if (matsThatUse.Count > 0 && matsThatUse[0] != null) { MB3_TextureBaker.ConfigureNewMaterialToMatchOld(newMat, matsThatUse[0]); } AssetDatabase.CreateAsset(newMat, matName); mm.combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matName, typeof(Material)); k++; } } foreach (Material m in obUVobject2mesh_map.Keys) { MB_MultiMaterial mm = mom.resultMaterials[k] = new MB_MultiMaterial(); mm.sourceMaterials = new List <Material>(); mm.sourceMaterials.Add(m); mm.considerMeshUVs = false; string matName = folderPath + baseName + "-mat" + k + ".mat"; Material newMat = new Material(Shader.Find("Diffuse")); MB3_TextureBaker.ConfigureNewMaterialToMatchOld(newMat, m); AssetDatabase.CreateAsset(newMat, matName); mm.combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matName, typeof(Material)); k++; } MBVersionEditor.UpdateIfDirtyOrScript(textureBaker); }
//posibilities // using fixOutOfBoundsUVs or not // /// <summary> /// 根据合并列表物体配置多材质 /// </summary> /// <param name="mom"></param> /// <param name="resultMaterials"></param> /// <param name="textureBaker"></param> public static void ConfigureMutiMaterialsFromObjsToCombine(TextureCombineEntrance mom, SerializedProperty resultMaterials, SerializedObject textureBaker) { if (mom.GetObjectsToCombine().Count == 0) { Debug.LogError("合并列表为空"); return; } if (resultMaterials.arraySize > 0) { Debug.LogError("多材质映射已配置,在进行当前操作前需清除旧配置"); return; } if (mom.textureBakeResults == null) { Debug.LogError("Texture Bake Result 为空"); return; } //validate that the objects to be combined are valid //验证合并列表内物体有效性 for (int i = 0; i < mom.GetObjectsToCombine().Count; i++) { GameObject go = mom.GetObjectsToCombine()[i]; if (go == null) { Debug.LogError("合并列表中有空物体于 " + i); return; } Renderer r = go.GetComponent <Renderer>(); if (r == null || (!(r is MeshRenderer) && !(r is SkinnedMeshRenderer))) { Debug.LogError("合并列表中第 " + i + " 个游戏物体没有 renderer 组件"); return; } if (r.sharedMaterial == null) { Debug.LogError("合并列表中第 " + i + " 个游戏物体没有材质"); return; } } Dictionary <Material, Mesh> obUVobjectToMesh_map = new Dictionary <Material, Mesh>(); //first pass put any meshes with obUVs on their own submesh if not fixing OB uvs //1.将所有带有obUV的网格置于单独的材质中,(如果不固定OB UV) if (mom.doMultiMaterialSplitAtlasesIfOBUVs) { for (int i = 0; i < mom.GetObjectsToCombine().Count; i++) { GameObject go = mom.GetObjectsToCombine()[i]; Mesh m = MeshBakerUtility.GetMesh(go); MeshAnalysisResult dummyMar = new MeshAnalysisResult(); Renderer r = go.GetComponent <Renderer>(); for (int j = 0; j < r.sharedMaterials.Length; j++) { if (MeshBakerUtility.hasOutOfBoundsUVs(m, ref dummyMar, j)) { if (!obUVobjectToMesh_map.ContainsKey(r.sharedMaterials[j])) { Debug.LogWarning("Object " + go + " submesh " + j + " uses UVs outside the range 0,0..1,1 to generate tiling. " + "This object has been mapped to its own submesh in the combined mesh. " + "It can share a submesh with other objects that use different materials " + "if you use the fix out of bounds UVs feature which will bake the tiling"); obUVobjectToMesh_map.Add(r.sharedMaterials[j], m); } } } } } Dictionary <MultiMatSubmeshInfo, List <List <Material> > > shaderToMaterial_map = new Dictionary <MultiMatSubmeshInfo, List <List <Material> > >(); //2.没有 OB uvs 的材质按 shader 添加到 shader2Material_map 中 for (int i = 0; i < mom.GetObjectsToCombine().Count; i++) { Renderer r = mom.GetObjectsToCombine()[i].GetComponent <Renderer>(); for (int j = 0; j < r.sharedMaterials.Length; j++) { if (!obUVobjectToMesh_map.ContainsKey(r.sharedMaterials[j])) { //if not already added if (r.sharedMaterials[j] == null) { continue; } List <List <Material> > binsOfMatsThatUseShader = null; MultiMatSubmeshInfo newKey = new MultiMatSubmeshInfo(r.sharedMaterials[j].shader, r.sharedMaterials[j]); if (!shaderToMaterial_map.TryGetValue(newKey, out binsOfMatsThatUseShader)) { binsOfMatsThatUseShader = new List <List <Material> >(); binsOfMatsThatUseShader.Add(new List <Material>()); shaderToMaterial_map.Add(newKey, binsOfMatsThatUseShader); } if (!binsOfMatsThatUseShader[0].Contains(r.sharedMaterials[j])) { binsOfMatsThatUseShader[0].Add(r.sharedMaterials[j]); } } } } int ResultMatsCount = shaderToMaterial_map.Count; //third pass for each shader grouping check how big the atlas would be and group into bins that would fit in an atlas // 3.检查每个 Shader-Mat 组的最终打包的 atlas 大小,过大则分到另一个图集中 if (mom.doMultiMaterialSplitAtlasesIfTooBig) { if (mom.packingAlgorithm == PackingAlgorithmEnum.UnitysPackTextures) { Debug.LogWarning("Unity texture packer does not support splitting atlases if too big. Atlases will not be split."); } else { ResultMatsCount = 0; foreach (MultiMatSubmeshInfo sh in shaderToMaterial_map.Keys) { List <List <Material> > binsOfMatsThatUseShader = shaderToMaterial_map[sh]; List <Material> allMatsThatUserShader = binsOfMatsThatUseShader[0];//at this point everything is in the same list binsOfMatsThatUseShader.RemoveAt(0); TextureCombineHandler combiner = mom.CreateAndConfigureTextureCombiner(); combiner.saveAtlasesAsAssets = false; if (allMatsThatUserShader.Count > 1) { combiner.fixOutOfBoundsUVs = mom.fixOutOfBoundsUVs; } else { combiner.fixOutOfBoundsUVs = false; } // Do the texture pack List <AtlasPackingResult> packingResults = new List <AtlasPackingResult>(); Material tempMat = new Material(sh.shader); combiner.CombineTexturesIntoAtlases(null, null, tempMat, mom.GetObjectsToCombine(), allMatsThatUserShader, null, packingResults, true, true); for (int i = 0; i < packingResults.Count; i++) { List <MatsAndGOs> matsData = (List <MatsAndGOs>)packingResults[i].data; List <Material> mats = new List <Material>(); for (int j = 0; j < matsData.Count; j++) { for (int kk = 0; kk < matsData[j].mats.Count; kk++) { if (!mats.Contains(matsData[j].mats[kk].mat)) { mats.Add(matsData[j].mats[kk].mat); } } } binsOfMatsThatUseShader.Add(mats); } ResultMatsCount += binsOfMatsThatUseShader.Count; } } } //build the result materials if (shaderToMaterial_map.Count == 0 && obUVobjectToMesh_map.Count == 0) { Debug.LogError("合并列表中没有材质"); } mom.resultMaterials = new MultiMaterial[ResultMatsCount + obUVobjectToMesh_map.Count]; string pth = AssetDatabase.GetAssetPath(mom.textureBakeResults); string baseName = Path.GetFileNameWithoutExtension(pth); string folderPath = pth.Substring(0, pth.Length - baseName.Length - 6); int k = 0; foreach (MultiMatSubmeshInfo sh in shaderToMaterial_map.Keys) { foreach (List <Material> sourseMatsThatUseSameShader in shaderToMaterial_map[sh]) { MultiMaterial mm = mom.resultMaterials[k] = new MultiMaterial(); mm.sourceMaterials = sourseMatsThatUseSameShader; if (mm.sourceMaterials.Count == 1) { mm.considerMeshUVs = false; } else { mm.considerMeshUVs = mom.fixOutOfBoundsUVs; } string matName = folderPath + baseName + "-mat" + k + ".mat"; Material newMat = new Material(Shader.Find("Diffuse")); if (sourseMatsThatUseSameShader.Count > 0 && sourseMatsThatUseSameShader[0] != null) { //复制参数值 TextureCombineEntrance.ConfigureNewMaterialToMatchOld(newMat, sourseMatsThatUseSameShader[0]); } AssetDatabase.CreateAsset(newMat, matName); //合并材质初始值为源材质列表第一个的值 mm.combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matName, typeof(Material)); k++; } } foreach (Material m in obUVobjectToMesh_map.Keys) { MultiMaterial mm = mom.resultMaterials[k] = new MultiMaterial(); mm.sourceMaterials = new List <Material>(); mm.sourceMaterials.Add(m); mm.considerMeshUVs = false; string matName = folderPath + baseName + "-mat" + k + ".mat"; Material newMat = new Material(Shader.Find("Diffuse")); TextureCombineEntrance.ConfigureNewMaterialToMatchOld(newMat, m); AssetDatabase.CreateAsset(newMat, matName); mm.combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matName, typeof(Material)); k++; } SceneBakerUtilityInEditor.UpdateIfDirtyOrScript(textureBaker); }