//保存原始场景
 public void SaveSceneLightMap()
 {
     MoveFile(m_data.sceneLightMapPath, m_data.sceneConfigPath + "/srcLightMap.exr");
     //MoveFile(m_data.sceneLightDataAssetPath,m_data.sceneConfigPath + "/LightingData.asset");
     m_data.ClearSceneLightData();
     GameObject[] root = GameObject.FindGameObjectsWithTag("LightingMap");
     for (int i = 0; i < root.Length; i++)
     {
         MeshRenderer[] meshRender = root[i].GetComponentsInChildren <MeshRenderer>();
         for (int j = 0; j < meshRender.Length; j++)
         {
             MeshRenderer   render    = meshRender[j];
             SceneLightData lightData = new SceneLightData(render.lightmapIndex, render.lightmapScaleOffset);
             m_data.SetSceneLightData(render, lightData);
         }
     }
 }
 public void SetSceneLightData(MeshRenderer obj, SceneLightData lightData)
 {
     m_sceneLightData.Add(obj, lightData);
 }