IEnumerator _CombineTexturesIntoAtlases(ProgressUpdateDelegate progressInfo, CombineTexturesIntoAtlasesCoroutineResult result, AtlasesAndRects resultAtlasesAndRects, Material resultMaterial, List <GameObject> objsToMesh, List <Material> allowedMaterialsFilter, EditorMethodsInterface textureEditorMethods, List <AtlasPackingResult> atlasPackingResult, bool onlyPackRects, bool splitAtlasWhenPackingIfTooBig) { try { _temporaryTextures.Clear(); MaterialPropTexture.readyToBuildAtlases = false; // ---- 0.合并材质前回调 if (textureEditorMethods != null) { textureEditorMethods.Clear(); textureEditorMethods.OnPreTextureBake(); } // ---- 1.合并材质参数校验 if (objsToMesh == null || objsToMesh.Count == 0) { Debug.LogError("没有游戏物体参与合并"); result.success = false; yield break; } if (_atlasPadding < 0) { Debug.LogError("Atlas padding 必须大于等于零"); result.success = false; yield break; } if (_maxTilingBakeSize < 2 || _maxTilingBakeSize > 4096) { Debug.LogError("无效Tilling尺寸的值Invalid value for max tiling bake size."); result.success = false; yield break; } for (int i = 0; i < objsToMesh.Count; i++) { Material[] ms = MeshBakerUtility.GetGOMaterials(objsToMesh[i]); for (int j = 0; j < ms.Length; j++) { Material m = ms[j]; if (m == null) { Debug.LogError("游戏物体" + objsToMesh[i] + " 材质为空 "); result.success = false; yield break; } } } if (_fixOutOfBoundsUVs && (_packingAlgorithm == PackingAlgorithmEnum.MeshBakerTexturePacker_Horizontal || _packingAlgorithm == PackingAlgorithmEnum.MeshBakerTexturePacker_Vertical)) { Debug.LogWarning("合并算法为 MeshBakerTexturePacker_Horizontal 或 MeshBakerTexturePacker_Vertical,建议不打开 Consider Mesh UVs 选项"); } if (progressInfo != null) { progressInfo("Collecting textures for " + objsToMesh.Count + " meshes.", .01f); } // ---- 2.创建材质合并管线数据 TexturePipelineData data = CreatePipelineData(resultMaterial, new List <ShaderTextureProperty>(), objsToMesh, allowedMaterialsFilter, new List <MaterialPropTexturesSet>()); // ---- 3.将材质的 shader 各参数信息写入管线数据中 if (!TextureCombinerPipeline._CollectPropertyNames(data)) { result.success = false; yield break; } // ---- 4.加载 Texture 混合器 data.nonTexturePropertyBlender.LoadTextureBlendersIfNeeded(data.resultMaterial); // ---- 5.选择本地合并,或运行时合并 if (onlyPackRects) { yield return(__RunTexturePackerOnly(result, data, splitAtlasWhenPackingIfTooBig, textureEditorMethods, atlasPackingResult)); } else { yield return(__CombineTexturesIntoAtlases(progressInfo, result, resultAtlasesAndRects, data, splitAtlasWhenPackingIfTooBig, textureEditorMethods)); } } finally { // ---- 6.删除缓存,合并材质完成回调 _destroyAllTemporaryTextures(); if (textureEditorMethods != null) { textureEditorMethods.RestoreReadFlagsAndFormats(progressInfo); textureEditorMethods.OnPostTextureBake(); } } }
/// <summary> /// Texture 合并管线第 3 步,创建 Atlas 并保存资源 /// </summary> /// <returns></returns> internal static IEnumerator __Step3_BuildAndSaveAtlasesAndStoreResults(ProgressUpdateDelegate progressInfo, CombineTexturesIntoAtlasesCoroutineResult result, TexturePipelineData data, TextureCombineHandler combiner, ITextureCombinerPacker 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 yield return(packer.CreateAtlases(progressInfo, 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); } //结果报告 //if (progressInfo != null) // progressInfo("Building Report", .7f); ////report on atlases created //StringBuilder atlasMessage = new StringBuilder(); //atlasMessage.AppendLine("---- Atlases ------"); //for (int i = 0; i < data.numAtlases; i++) //{ // if (atlases[i] != null) // { // atlasMessage.AppendLine("Created Atlas For: " + data.texPropertyNames[i].name + " h=" + atlases[i].height + " w=" + atlases[i].width); // } // else if (!_ShouldWeCreateAtlasForThisProperty(i, data._considerNonTextureProperties, data.allTexturesAreNullAndSameColor)) // { // atlasMessage.AppendLine("Did not create atlas for " + data.texPropertyNames[i].name + " because all source textures were null."); // } //} //report.Append(atlasMessage.ToString()); 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; if (progressInfo != null) { progressInfo("Restoring Texture Formats & Read Flags", .8f); } combiner._destroyAllTemporaryTextures(); if (textureEditorMethods != null) { textureEditorMethods.RestoreReadFlagsAndFormats(progressInfo); } //if (report != null) // Debug.Log(report.ToString()); yield break; }