static void GenerateMeshLOD(MeshLOD meshLOD, HashSet <int> preprocessMeshes) { // A NOP to make sure we have an instance before launching into threads that may need to execute on the main thread MonoBehaviourHelper.ExecuteOnMainThread(() => { }); WorkingMesh inputMesh = null; var inputMeshID = meshLOD.inputMesh.GetInstanceID(); if (!preprocessMeshes.Contains(inputMeshID)) { inputMesh = meshLOD.inputMesh.ToWorkingMesh(); } var meshSimplifier = (IMeshSimplifier)Activator.CreateInstance(meshLOD.meshSimplifierType); var worker = new BackgroundWorker(); worker.DoWork += (sender, args) => { // If this mesh is dependent on another mesh, then let it complete first if (inputMesh == null) { while (preprocessMeshes.Contains(inputMeshID)) { Thread.Sleep(100); } MonoBehaviourHelper.ExecuteOnMainThread(() => inputMesh = meshLOD.inputMesh.ToWorkingMesh()); } var outputMesh = new WorkingMesh(); #if UNITY_2017_3_OR_NEWER outputMesh.indexFormat = inputMesh.indexFormat; #endif meshSimplifier.Simplify(inputMesh, outputMesh, meshLOD.quality, () => { var outMesh = meshLOD.outputMesh; Debug.Log("Completed LOD " + outMesh.name); outputMesh.name = outMesh.name; outputMesh.ApplyToMesh(outMesh); outMesh.RecalculateBounds(); var outputMeshID = outMesh.GetInstanceID(); if (preprocessMeshes.Remove(outputMeshID)) { Debug.Log("Pre-process mesh complete: " + outputMeshID); } });; }; worker.RunWorkerAsync(); }
void OnPostprocessModel(GameObject go) { if (!go.GetComponentInChildren <LODGroup>() && meshSimplifierType != null && IsEditable(assetPath)) { if (go.GetComponentsInChildren <SkinnedMeshRenderer>().Any()) { Debug.LogWarning("Automatic LOD generation on skinned meshes is not currently supported"); return; } var originalMeshFilters = go.GetComponentsInChildren <MeshFilter>(); uint polyCount = 0; foreach (var mf in originalMeshFilters) { var m = mf.sharedMesh; for (int i = 0; i < m.subMeshCount; i++) { var topology = m.GetTopology(i); var indexCount = m.GetIndexCount(i); switch (topology) { case MeshTopology.Quads: indexCount /= 4; break; case MeshTopology.Triangles: indexCount /= 3; break; case MeshTopology.Lines: case MeshTopology.LineStrip: indexCount /= 2; break; } polyCount += indexCount; } } var meshLODs = new List <MeshLOD>(); var preprocessMeshes = new HashSet <int>(); var lodData = GetLODData(assetPath); var overrideDefaults = lodData.overrideDefaults; var importSettings = lodData.importSettings; // It's possible to override defaults to either generate on import or to not generate and use specified // LODs in the override, but in the case where we are not overriding and globally we are not generating // on import, then there should be no further processing. if (!overrideDefaults && !enabled) { return; } if (importSettings.generateOnImport) { if (importSettings.maxLODGenerated == 0 && polyCount <= importSettings.initialLODMaxPolyCount) { return; } var simplifierType = Type.GetType(importSettings.meshSimplifier) ?? meshSimplifierType; if (polyCount > importSettings.initialLODMaxPolyCount) { foreach (var mf in originalMeshFilters) { var inputMesh = mf.sharedMesh; var outputMesh = new Mesh(); outputMesh.name = inputMesh.name; outputMesh.bounds = inputMesh.bounds; mf.sharedMesh = outputMesh; var meshLOD = new MeshLOD(); meshLOD.inputMesh = inputMesh; meshLOD.outputMesh = outputMesh; meshLOD.quality = (float)importSettings.initialLODMaxPolyCount / (float)polyCount; meshLOD.meshSimplifierType = simplifierType; meshLODs.Add(meshLOD); preprocessMeshes.Add(outputMesh.GetInstanceID()); } } // Clear out previous LOD data in case the number of LODs has been reduced for (int i = 0; i <= LODData.MaxLOD; i++) { lodData[i] = null; } lodData[0] = originalMeshFilters.Select(mf => mf.GetComponent <Renderer>()).ToArray(); for (int i = 1; i <= importSettings.maxLODGenerated; i++) { var lodMeshes = new List <Renderer>(); foreach (var mf in originalMeshFilters) { var inputMesh = mf.sharedMesh; var lodTransform = EditorUtility.CreateGameObjectWithHideFlags(mf.name, k_DefaultHideFlags, typeof(MeshFilter), typeof(MeshRenderer)).transform; lodTransform.parent = mf.transform; lodTransform.localPosition = Vector3.zero; lodTransform.localRotation = Quaternion.identity; lodTransform.localScale = new Vector3(1, 1, 1); var lodMF = lodTransform.GetComponent <MeshFilter>(); var lodRenderer = lodTransform.GetComponent <MeshRenderer>(); AppendLODNameToRenderer(lodRenderer, i); var outputMesh = new Mesh(); outputMesh.name = string.Format("{0} LOD{1}", inputMesh.name, i); outputMesh.bounds = inputMesh.bounds; lodMF.sharedMesh = outputMesh; lodMeshes.Add(lodRenderer); EditorUtility.CopySerialized(mf.GetComponent <MeshRenderer>(), lodRenderer); var meshLOD = new MeshLOD(); meshLOD.inputMesh = inputMesh; meshLOD.outputMesh = outputMesh; meshLOD.quality = Mathf.Pow(0.5f, i); meshLOD.meshSimplifierType = simplifierType; meshLODs.Add(meshLOD); } lodData[i] = lodMeshes.ToArray(); } // Change the name of the original renderers last, so the name change doesn't end up in the clones for other LODs AppendLODNameToRenderers(go.transform, 0); if (meshLODs.Count > 0) { if (string.IsNullOrEmpty(AssetDatabase.GetAssetPath(lodData))) { AssetDatabase.CreateAsset(lodData, GetLODDataPath(assetPath)); } else { var objects = AssetDatabase.LoadAllAssetsAtPath(GetLODDataPath(assetPath)); foreach (var o in objects) { var mesh = o as Mesh; if (mesh) { UnityObject.DestroyImmediate(mesh, true); } } EditorUtility.SetDirty(lodData); } meshLODs.ForEach(ml => AssetDatabase.AddObjectToAsset(ml.outputMesh, lodData)); if (saveAssets) { AssetDatabase.SaveAssets(); } // Process dependencies first var jobDependencies = new NativeArray <JobHandle>(preprocessMeshes.Count, Allocator.Temp); var i = 0; meshLODs.RemoveAll(ml => { if (preprocessMeshes.Contains(ml.outputMesh.GetInstanceID())) { jobDependencies[i++] = ml.Generate(); return(true); } return(false); }); // Process remaining meshes foreach (var ml in meshLODs) { ml.Generate(jobDependencies); } jobDependencies.Dispose(); } } else { // Don't allow overriding LOD0 lodData[0] = originalMeshFilters.Select(mf => { var r = mf.GetComponent <Renderer>(); AppendLODNameToRenderer(r, 0); return(r); }).ToArray(); for (int i = 1; i <= LODData.MaxLOD; i++) { var renderers = lodData[i]; for (int j = 0; j < renderers.Length; j++) { var r = renderers[j]; var lodTransform = EditorUtility.CreateGameObjectWithHideFlags(r.name, k_DefaultHideFlags, typeof(MeshFilter), typeof(MeshRenderer)).transform; lodTransform.parent = go.transform; lodTransform.localPosition = Vector3.zero; var lodMF = lodTransform.GetComponent <MeshFilter>(); var lodRenderer = lodTransform.GetComponent <MeshRenderer>(); EditorUtility.CopySerialized(r.GetComponent <MeshFilter>(), lodMF); EditorUtility.CopySerialized(r, lodRenderer); AppendLODNameToRenderer(lodRenderer, i); renderers[j] = lodRenderer; } } } List <LOD> lods = new List <LOD>(); var maxLODFound = -1; for (int i = 0; i <= LODData.MaxLOD; i++) { var renderers = lodData[i]; if (renderers == null || renderers.Length == 0) { break; } maxLODFound++; } var importerRef = new SerializedObject(assetImporter); var importerLODLevels = importerRef.FindProperty("m_LODScreenPercentages"); for (int i = 0; i <= maxLODFound; i++) { var lod = new LOD(); lod.renderers = lodData[i]; var screenPercentage = i == maxLODFound ? 0.01f : Mathf.Pow(0.5f, i + 1); // Use the model importer percentages if they exist if (i < importerLODLevels.arraySize && maxLODFound == importerLODLevels.arraySize) { var element = importerLODLevels.GetArrayElementAtIndex(i); screenPercentage = element.floatValue; } lod.screenRelativeTransitionHeight = screenPercentage; lods.Add(lod); } if (importerLODLevels.arraySize != 0 && maxLODFound != importerLODLevels.arraySize) { Debug.LogWarning("The model has an existing lod group, but it's settings will not be used because " + "the specified lod count in the AutoLOD settings is different."); } var lodGroup = go.AddComponent <LODGroup>(); lodGroup.SetLODs(lods.ToArray()); lodGroup.RecalculateBounds(); // Keep model importer in sync importerLODLevels.ClearArray(); for (int i = 0; i < lods.Count; i++) { var lod = lods[i]; importerLODLevels.InsertArrayElementAtIndex(i); var element = importerLODLevels.GetArrayElementAtIndex(i); element.floatValue = lod.screenRelativeTransitionHeight; } importerRef.ApplyModifiedPropertiesWithoutUndo(); s_ModelAssetsProcessed.Add(assetPath); } }
static void GenerateLODs(GameObject go) { // A NOP to make sure we have an instance before launching into threads that may need to execute on the main thread MonoBehaviourHelper.ExecuteOnMainThread(() => {}); var meshFilters = go.GetComponentsInChildren <MeshFilter>(); if (meshFilters.Length > 0) { var lodGroup = go.GetComponent <LODGroup>(); if (!lodGroup) { lodGroup = go.AddComponent <LODGroup>(); } var lods = new LOD[maxLOD + 1]; var lod0 = lods[0]; lod0.renderers = go.GetComponentsInChildren <MeshRenderer>(); lod0.screenRelativeTransitionHeight = 0.5f; lods[0] = lod0; var meshes = new List <Mesh>(); for (int l = 1; l <= maxLOD; l++) { var lodRenderers = new List <MeshRenderer>(); foreach (var mf in meshFilters) { var sharedMesh = mf.sharedMesh; if (!sharedMesh) { Debug.LogWarning("AutoLOD: Missing mesh " + mf.name, mf); continue; } var lodTransform = EditorUtility.CreateGameObjectWithHideFlags(string.Format("{0} LOD{1}", sharedMesh.name, l), k_DefaultHideFlags, typeof(MeshFilter), typeof(MeshRenderer)).transform; lodTransform.SetParent(mf.transform, false); var lodMF = lodTransform.GetComponent <MeshFilter>(); var lodRenderer = lodTransform.GetComponent <MeshRenderer>(); lodRenderers.Add(lodRenderer); EditorUtility.CopySerialized(mf, lodMF); EditorUtility.CopySerialized(mf.GetComponent <MeshRenderer>(), lodRenderer); var simplifiedMesh = new Mesh(); simplifiedMesh.name = sharedMesh.name + string.Format(" LOD{0}", l); lodMF.sharedMesh = simplifiedMesh; meshes.Add(simplifiedMesh); var meshLOD = MeshLOD.GetGenericInstance(meshSimplifierType); meshLOD.InputMesh = sharedMesh; meshLOD.OutputMesh = simplifiedMesh; meshLOD.Quality = Mathf.Pow(0.5f, l); meshLOD.Generate(); } var lod = lods[l]; lod.renderers = lodRenderers.ToArray(); lod.screenRelativeTransitionHeight = l == maxLOD ? 0.01f : Mathf.Pow(0.5f, l + 1); lods[l] = lod; } lodGroup.ForceLOD(0); lodGroup.SetLODs(lods.ToArray()); lodGroup.RecalculateBounds(); lodGroup.ForceLOD(-1); #if UNITY_2018_2_OR_NEWER var prefab = PrefabUtility.GetCorrespondingObjectFromSource(go); #else var prefab = PrefabUtility.GetPrefabParent(go); #endif if (prefab) { var lodsAssetPath = GetLODAssetPath(prefab); if (File.Exists(lodsAssetPath)) { meshes.ForEach(m => AssetDatabase.AddObjectToAsset(m, lodsAssetPath)); } else { ObjectUtils.CreateAssetFromObjects(meshes.ToArray(), lodsAssetPath); } } } }