/// <summary> /// This gets a texture position from a name passed as a parameter. Used as a quick and easy way to grab an appropriate texture position from a texture name /// </summary> /// <returns>The reference texture position.</returns> /// <param name="textureUVPositions">Texture UV positions.</param> /// <param name="textureName">Texture name.</param> static TexturePosition GetReferenceTexturePosition(IList <TexturePosition> textureUVPositions, string textureName) { TexturePosition texturePosition = textureUVPositions[0]; for (int i = 0; i < textureUVPositions.Count; i++) { if (textureName.Length == textureUVPositions[i].textures[0].name.Length) { if (textureName == textureUVPositions[i].textures[0].name) { texturePosition = textureUVPositions[i]; break; } } } return(texturePosition); }
/// <summary> /// Builds the combined meshes using data from the atlased dictionary /// </summary> void BuildAtlasedMeshes() { _numOfExportedMeshes = 0; foreach (KeyValuePair <string, Dictionary <Material, List <MeshInstance> > > firstPass in _dataTreeWithAtlasing) { List <Material> allMaterialTextures = new List <Material> (firstPass.Value.Keys); ReimportNonReadonlyTextures(allMaterialTextures); TextureCombineOutput textureCombineOutput = TextureCombineUtility.Combine(allMaterialTextures, _textureAtlasProperties, true); if (textureCombineOutput != null && textureCombineOutput.texturePositions != null) { List <MeshInstance> meshIntermediates = new List <MeshInstance> (); foreach (KeyValuePair <Material, List <MeshInstance> > kv in firstPass.Value) { TexturePosition refTexture = GetReferenceTexturePosition(textureCombineOutput.texturePositions, kv.Key.mainTexture.name); for (int i = 0; i < kv.Value.Count; i++) { OffsetUvs(kv.Value [i].mesh, refTexture.position); meshIntermediates.Add(kv.Value [i]); } } IList <Mesh> combinedMeshes = MeshCombineUtility.Combine(meshIntermediates); string objectName = firstPass.Key.Remove(firstPass.Key.LastIndexOf(' ')); GameObject parent = new GameObject("Combined " + objectName + " Mesh Parent"); parent.transform.parent = _hiddenCombinedObject.transform; parent.transform.position = _hiddenCombinedObject.transform.position; parent.transform.rotation = _hiddenCombinedObject.transform.rotation; for (int i = 0; i < combinedMeshes.Count; i++) { GameObject go = new GameObject("Combined " + objectName + " Mesh"); go.transform.parent = parent.transform; go.transform.localScale = Vector3.one; go.transform.localRotation = Quaternion.identity; go.transform.localPosition = Vector3.zero; MeshFilter filter = go.AddComponent <MeshFilter> (); go.AddComponent <MeshRenderer> ().sharedMaterial = textureCombineOutput.combinedMaterial; filter.mesh = combinedMeshes [i]; _numOfExportedMeshes++; } } } }
/// <summary> /// The main combining method. This calls combining methods and organizes game objects in the scene /// </summary> /// <param name="allMeshesAndMaterials">The dictionary containing all of the data</param> void CreateBatchedAtlasedObjects(IDictionary <string, Dictionary <Material, List <MeshInstance> > > allMeshesAndMaterials) { foreach (KeyValuePair <string, Dictionary <Material, List <MeshInstance> > > firstPass in allMeshesAndMaterials) { List <Material> allMaterialTextures = new List <Material>(firstPass.Value.Keys); TextureCombineOutput textureCombineOutput = TextureCombineUtility.Combine(allMaterialTextures, _textureAtlasProperties); if (textureCombineOutput != null && textureCombineOutput.texturePositions != null) { List <MeshInstance> meshIntermediates = new List <MeshInstance>(); foreach (KeyValuePair <Material, List <MeshInstance> > kv in firstPass.Value) { TexturePosition refTexture = GetReferenceTexturePosition(textureCombineOutput.texturePositions, kv.Key.mainTexture.name); for (int i = 0; i < kv.Value.Count; i++) { OffsetUvs(kv.Value[i].mesh, refTexture.position); meshIntermediates.Add(kv.Value[i]); } } IList <Mesh> combinedMeshes = MeshCombineUtility.Combine(meshIntermediates); GameObject parent = new GameObject("Combined " + gameObject.name + " " + firstPass.Key + " Mesh Parent"); parent.transform.position = transform.position; parent.transform.rotation = transform.rotation; for (int i = 0; i < combinedMeshes.Count; i++) { GameObject go = new GameObject("Combined " + gameObject.name + " Mesh"); go.transform.parent = parent.transform; go.tag = gameObject.tag; go.layer = gameObject.layer; go.transform.localScale = Vector3.one; go.transform.localRotation = Quaternion.identity; go.transform.localPosition = Vector3.zero; MeshFilter filter = go.AddComponent <MeshFilter>(); go.AddComponent <MeshRenderer>().sharedMaterial = textureCombineOutput.combinedMaterial; filter.mesh = combinedMeshes[i]; } } } }
/// <summary> /// Sets the texture positions for each shader property etc /// </summary> /// <returns>The texture positions.</returns> /// <param name="combines">Combines.</param> /// <param name="properties">Properties.</param> static TexturePosition[] SetTexturePositions(IList <Material> combines, IList <ShaderProperties> properties) { TexturePosition[] texturePositions = new TexturePosition[combines.Count]; for (int i = 0; i < combines.Count; i++) { TexturePosition tempTexturePosition = new TexturePosition(); tempTexturePosition.textures = new List <Texture2D>(properties.Count); for (int j = 0; j < properties.Count; j++) { if (combines [i].GetTexture(properties [j].propertyName) == null) { Debug.LogError("Cannot combine textures when using Unity's default material texture"); return(null); } tempTexturePosition.textures.Add(combines [i].GetTexture(properties [j].propertyName) as Texture2D); } texturePositions [i] = tempTexturePosition; } return(texturePositions); }
/// <summary> /// Sets the texture positions for each shader property etc /// </summary> /// <returns>The texture positions.</returns> /// <param name="combines">Combines.</param> /// <param name="properties">Properties.</param> static TexturePosition[] SetTexturePositions(IList<Material> combines, IList<ShaderProperties> properties) { TexturePosition[] texturePositions = new TexturePosition[combines.Count]; for (int i = 0; i < combines.Count; i++) { TexturePosition tempTexturePosition = new TexturePosition(); tempTexturePosition.textures = new List<Texture2D>(properties.Count); for (int j = 0; j < properties.Count; j++) { if (combines [i].GetTexture(properties [j].propertyName) == null) { Debug.LogError("Cannot combine textures when using Unity's default material texture"); return null; } tempTexturePosition.textures.Add(combines [i].GetTexture(properties [j].propertyName) as Texture2D); } texturePositions [i] = tempTexturePosition; } return texturePositions; }
/// <summary> /// Packs the original texture using Unity's texture packing method /// </summary> /// <returns>The original texture.</returns> /// <param name="texturePositions">Texture positions.</param> /// <param name="textureAtlas">Texture atlas.</param> /// <param name="atlasInfo">Atlas info.</param> static Rect[] PackOriginalTexture(TexturePosition[] texturePositions, Texture2D textureAtlas, DrawCallMinimizerInfo atlasInfo) { textureAtlas.anisoLevel = atlasInfo.anisoLevel; textureAtlas.filterMode = atlasInfo.filterMode; textureAtlas.wrapMode = atlasInfo.wrapMode; Rect[] UVpositions = textureAtlas.PackTextures(GetTexturesAsArray(texturePositions, 0), atlasInfo.padding, atlasInfo.maxTextureSize, !atlasInfo.readableTexture); for (int i = 0; i < texturePositions.Length; i++) { texturePositions [i].position = UVpositions [i]; } return UVpositions; }