//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); }