/// <summary> /// Texture 合并管线第 3 步,创建 Atlas 并保存资源 /// </summary> /// <returns></returns> internal static void Step3_BuildAndSaveAtlasesAndStoreResults( TextureCombinePipelineData data, TextureCombineHandler combiner, ITextureCombineAtlasPacker packer, AtlasPackingResult atlasPackingResult, EditorMethodsInterface textureEditorMethods, AtlasesAndRects resultAtlasesAndRects) { //run the garbage collector to free up as much memory as possible before bake to reduce MissingReferenceException problems GC.Collect(); Texture2D[] atlases = new Texture2D[data.numAtlases]; //StringBuilder report = GenerateReport(data); //创建图集 packer.CreateAtlases(data, combiner, atlasPackingResult, atlases, textureEditorMethods); data.nonTexturePropertyBlender.AdjustNonTextureProperties(data.ResultMaterial, data.texPropertyNames, data.distinctMaterialTextures, textureEditorMethods); if (data.distinctMaterialTextures.Count > 0) { data.distinctMaterialTextures[0].AdjustResultMaterialNonTextureProperties(data.ResultMaterial, data.texPropertyNames); } List <MaterialAndUVRect> mat2rect_map = new List <MaterialAndUVRect>(); for (int i = 0; i < data.distinctMaterialTextures.Count; i++) { MaterialPropTexturesSet texSet = data.distinctMaterialTextures[i]; List <MatAndTransformToMerged> mats = texSet.matsAndGOs.mats; Rect allPropsUseSameTiling_encapsulatingSamplingRect; Rect propsUseDifferntTiling_obUVRect; texSet.GetRectsForTextureBakeResults(out allPropsUseSameTiling_encapsulatingSamplingRect, out propsUseDifferntTiling_obUVRect); for (int j = 0; j < mats.Count; j++) { Rect allPropsUseSameTiling_sourceMaterialTiling = texSet.GetMaterialTilingRectForTextureBakerResults(j); MaterialAndUVRect key = new MaterialAndUVRect( mats[j].mat, atlasPackingResult.rects[i], texSet.allTexturesUseSameMatTiling, allPropsUseSameTiling_sourceMaterialTiling, allPropsUseSameTiling_encapsulatingSamplingRect, propsUseDifferntTiling_obUVRect, texSet.tilingTreatment, mats[j].objName); if (!mat2rect_map.Contains(key)) { mat2rect_map.Add(key); } } } resultAtlasesAndRects.atlases = atlases; // one per texture on result shader resultAtlasesAndRects.texPropertyNames = ShaderTextureProperty.GetNames(data.texPropertyNames); // one per texture on source shader resultAtlasesAndRects.originMatToRect_map = mat2rect_map; combiner._destroyAllTemporaryTextures(); }
// texPropertyNames 是 resultMaterial中纹理属性的列表 // allowedMaterialsFilter 是材料列表。 没有这些材料的物体将被忽略。这由多种材质过滤器使用 // textureEditorMethods 仅封装编辑器功能,例如保存资产和跟踪纹理资产谁的格式已更改。 如果在运行时使用,则为null。 static void BeginCombineTexturesIntoAtlases(AtlasesAndRects resultAtlasesAndRects, TextureCombinePipelineData data, bool splitAtlasWhenPackingIfTooBig, EditorMethodsInterface textureEditorMethods) { // --- 1、记录各合并物体的源材质的 Prop Texture 信息写入 Data.distinctMaterialTextures //每个图集(主图,凹凸等)都将有的 MaterialTextures.Count 个图像。 //每个 distinctMaterialTextures 对应一个游戏物体的某个材质,记录一组纹理,分别材质的在每个Prop图集一个。 List <GameObject> usedObjsToMesh = new List <GameObject>(); TextureCombinePipeline.Step1_CollectDistinctMatTexturesAndUsedObjects( data, textureEditorMethods, usedObjsToMesh); // --- 2、计算使每个材质属性中的多个材质的合理尺寸 TextureCombinePipeline.Step2_CalculateIdealSizesForTexturesInAtlasAndPadding( data, textureEditorMethods); // --- 3、创建特定打包方式的打包器 ITextureCombineAtlasPacker texturePaker = CreateAtlasPacker( data.IsOnlyOneTextureInAtlasReuseTextures(), data.packingAlgorithm); texturePaker.ConvertTexturesToReadableFormats(data, textureEditorMethods); // --- 4、计算各源材质在合并材质 Atlas 的排布 AtlasPackingResult[] uvRects = texturePaker.CalculateAtlasRectangles( data, splitAtlasWhenPackingIfTooBig); // --- 5、创建 Atlas 并保存 TextureCombinePipeline.Step3_BuildAndSaveAtlasesAndStoreResults( data, null, texturePaker, uvRects[0], textureEditorMethods, resultAtlasesAndRects); }