static int AddLightmap(string scenePath, string resourcePath, int originalLightmapIndex, Texture2D lightmap, Texture2D lightmap2) { int newIndex = -1; for (int i = 0; i < sceneLightmaps.Count; i++) { if (sceneLightmaps[i].originalLightmapIndex == originalLightmapIndex) { return(i); } } if (newIndex == -1) { var lightmap_Remap = new Texture2D_Remap(); lightmap_Remap.originalLightmapIndex = originalLightmapIndex; lightmap_Remap.originalLightmap = lightmap; var filename = scenePath + "Lightmap-" + originalLightmapIndex; lightmap_Remap.lightmap0 = GetLightmapAsset(filename + "_comp_light.exr", resourcePath + "_light", originalLightmapIndex, lightmap); if (lightmap2 != null) { lightmap_Remap.lightmap1 = GetLightmapAsset(filename + "_comp_dir.exr", resourcePath + "_dir", originalLightmapIndex, lightmap2); } sceneLightmaps.Add(lightmap_Remap); newIndex = sceneLightmaps.Count - 1; } return(newIndex); }
static int AddLightmap(string scenePath, string resourcePath, int originalLightmapIndex, Texture2D lightmap, Texture2D lightmap2) { int newIndex = -1; for (int i = 0; i < sceneLightmaps.Count; i++) { if (sceneLightmaps[i].originalLightmapIndex == originalLightmapIndex) { return(i); } } if (newIndex == -1) { var lightmap_Remap = new Texture2D_Remap(); lightmap_Remap.originalLightmapIndex = originalLightmapIndex; lightmap_Remap.originalLightmap = lightmap; var filename = scenePath + "Lightmap-" + originalLightmapIndex; string path = FileUtil.GetProjectRelativePath(EditorUtility.SaveFilePanel("Lightmap Far Path", LIGHTMAP_RESOURCE_PATH, SceneManager.GetActiveScene().name + "_light-" + originalLightmapIndex, "asset")); lightmap_Remap.lightmap = GetLightmapAsset(filename + "_comp_light.exr", path, lightmap); if (lightmap2 != null) { path = FileUtil.GetProjectRelativePath(EditorUtility.SaveFilePanel("Lightmap Near Path", LIGHTMAP_RESOURCE_PATH, SceneManager.GetActiveScene().name + "_dir-" + originalLightmapIndex, "asset")); lightmap_Remap.lightmap2 = GetLightmapAsset(filename + "_comp_dir.exr", path, lightmap2); } sceneLightmaps.Add(lightmap_Remap); newIndex = sceneLightmaps.Count - 1; } return(newIndex); }