Unity2018.4.16 光照烘焙场景和预制
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光照烘焙 作为常用优化手段之一
通过把物体光照的明暗信息保存到纹理上, 实时绘制时不再进行光照计算, 而是采用预先生成的光照纹理(lightmap)来表示明暗效果。
优点:
1.省去光照计算, 提高绘制速度
2.对于一些过度复杂的光照(如光线追踪, 辐射度, AO等算法), 实时计算不太现实. 如果预先计算好保存到纹理上, 这样无疑可以大大提高模型的光影效果
3.保存下来的lightmap还可以进行二次处理, 如做一下模糊, 让阴影边缘更加柔和
缺点:
1.模型额外多了一层纹理, 这样相当于增加了资源的管理成本(异步装载, 版本控制, 文件体积等). 当然, 也可以选择把明暗信息写回原纹理, 但这样限制比较多, 如纹理坐标范围, 物体实例个数...
2.模型需要隔外一层可以展开到一张纹理平面的UV(范围只能是[0,1], 不能重合). 如果原模型本身就是这样, 可以结省掉. 但对于大多数模型来说, 可能会采用WRAP/MIRROR寻址, 这只能再做一层, 再说不能强制每个模型只用一张纹理吧? 所以, lightmap的UV需要美术多做一层, 程序展开算法这里不提及....
3.静态的光影效果与对动态的光影没法很好的结合. 如果光照方向改变了的话, 静态光影效果是无法进行变换的. 而且对于静态的阴影, 没法直接影响到动态的模型. 这一点, 反而影响了真实度
unity中操作流程如下
1.模型 勾选Generate Lightmap UVs选项
2.模型 勾选Static静态属性
3.光源设置
4.打开光照设置
5.将实时光照(RealTime Lighting)下实时全局光照(RealTime Global ILLumination)后的复选框取消勾选,也就只进行烘焙全局光照计算。接着将混合光照(Mixed Lighting)的光照模式(Lighting Mode)后的下拉框中的选项改为烘焙间接光(Baked Indirect),最后再将光照贴图设置(Lightmapping Setings)下的光照运算器(Lightmaper)后的下拉框选项改为渐进式(Progressive),如下图所示。还需要勾选环境遮蔽(Ambient Occlusion),也就是AO,如下第二张图所示,这个选项会在物体或物体间内转角或内转折处产生软阴影,例如墙内凹角,对于表现细节很有帮助
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不自动烘焙和 可选雾效效果
6.扩展代码PrefabLightmapData.cs
#if UNITY_EDITOR
using UnityEditor;
using System.IO;
#endif
using UnityEngine;
using System.Collections.Generic;
[DisallowMultipleComponent, ExecuteInEditMode]
public class PrefabLightmapData : MonoBehaviour
{
[System.Serializable]
struct RendererInfo
{
public Renderer renderer;
public int lightmapIndex;
public Vector4 lightmapOffsetScale;
}
[SerializeField]
RendererInfo[] m_RendererInfo;
[SerializeField]
Texture2D[] m_Lightmaps;
[SerializeField]
Texture2D[] m_Lightmaps2;
const string LIGHTMAP_RESOURCE_PATH = "Assets/Resources/Lightmaps/";
[System.Serializable]
struct Texture2D_Remap
{
public int originalLightmapIndex;
public Texture2D originalLightmap;
public Texture2D lightmap0;
public Texture2D lightmap1;
}
static List<Texture2D_Remap> sceneLightmaps = new List<Texture2D_Remap>();
void Awake()
{
ApplyLightmaps(m_RendererInfo, m_Lightmaps, m_Lightmaps2);
}
static void ApplyLightmaps(RendererInfo[] rendererInfo, Texture2D[] lightmaps, Texture2D[] lightmaps2)
{
bool existsAlready = false;
int counter = 0;
int[] lightmapArrayOffsetIndex;
if (rendererInfo == null || rendererInfo.Length == 0)
return;
var settingslightmaps = LightmapSettings.lightmaps;
var combinedLightmaps = new List<LightmapData>();
lightmapArrayOffsetIndex = new int[lightmaps.Length];
for (int i = 0; i < lightmaps.Length; i++)
{
existsAlready = false;
for (int j = 0; j < settingslightmaps.Length; j++)
{
if (lightmaps[i] == settingslightmaps[j].lightmapColor)
{
lightmapArrayOffsetIndex[i] = j;
existsAlready = true;
}
}
if (!existsAlready)
{
lightmapArrayOffsetIndex[i] = counter + settingslightmaps.Length;
var newLightmapData = new LightmapData();
newLightmapData.lightmapColor = lightmaps[i];
newLightmapData.lightmapDir = lightmaps2[i];
combinedLightmaps.Add(newLightmapData);
++counter;
}
}
var combinedLightmaps2 = new LightmapData[settingslightmaps.Length + counter];
settingslightmaps.CopyTo(combinedLightmaps2, 0);
if (counter > 0)
{
for (int i = 0; i < combinedLightmaps.Count; i++)
{
combinedLightmaps2[i + settingslightmaps.Length] = new LightmapData();
combinedLightmaps2[i + settingslightmaps.Length].lightmapColor = combinedLightmaps[i].lightmapColor;
combinedLightmaps2[i + settingslightmaps.Length].lightmapDir = combinedLightmaps[i].lightmapDir;
}
}
ApplyRendererInfo(rendererInfo, lightmapArrayOffsetIndex);
LightmapSettings.lightmaps = combinedLightmaps2;
}
static void ApplyRendererInfo(RendererInfo[] infos, int[] arrayOffsetIndex)
{
for (int i = 0; i < infos.Length; i++)
{
var info = infos[i];
info.renderer.lightmapIndex = arrayOffsetIndex[info.lightmapIndex];
info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
}
}
#if UNITY_EDITOR
[MenuItem("Assets/Test")]
static void AAA()
{
string filename = "Assets/Scene/Login/Lightmap-0_comp_light.exr";
AssetDatabase.ImportAsset(filename, ImportAssetOptions.ForceUpdate);
Debug.Log(filename);
AssetImporter i = AssetImporter.GetAtPath(filename);
if (i == null)
{
Debug.Log("i is nil");
}
var importer = AssetImporter.GetAtPath(filename) as TextureImporter;
importer.isReadable = true;
AssetDatabase.ImportAsset(filename, ImportAssetOptions.ForceUpdate);
}
[MenuItem("Assets/Update Scene with Prefab Lightmaps")]
static void UpdateLightmaps()
{
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
foreach (var instance in prefabs)
{
ApplyLightmaps(instance.m_RendererInfo, instance.m_Lightmaps, instance.m_Lightmaps2);
}
Debug.Log("Prefab lightmaps updated");
}
[MenuItem("Assets/Bake Prefab Lightmaps")]
static void GenerateLightmapInfo()
{
Debug.ClearDeveloperConsole();
if (Lightmapping.giWorkflowMode != Lightmapping.GIWorkflowMode.OnDemand)
{
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
return;
}
Lightmapping.Bake();
string lightMapPath = System.IO.Path.Combine(Directory.GetCurrentDirectory(), LIGHTMAP_RESOURCE_PATH);
if (!Directory.Exists(lightMapPath))
Directory.CreateDirectory(lightMapPath);
sceneLightmaps = new List<Texture2D_Remap>();
//var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
var sceneName = Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
var resourcePath = LIGHTMAP_RESOURCE_PATH + sceneName;
var scenePath = System.IO.Path.GetDirectoryName(EditorApplication.currentScene) + "/" + sceneName + "/";
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
foreach (var instance in prefabs)
{
var gameObject = instance.gameObject;
var rendererInfos = new List<RendererInfo>();
var lightmaps = new List<Texture2D>();
var lightmaps2 = new List<Texture2D>();
GenerateLightmapInfo(scenePath, resourcePath, gameObject, rendererInfos, lightmaps, lightmaps2);
instance.m_RendererInfo = rendererInfos.ToArray();
instance.m_Lightmaps = lightmaps.ToArray();
instance.m_Lightmaps2 = lightmaps2.ToArray();
var targetPrefab = PrefabUtility.GetPrefabParent(gameObject) as GameObject;
if (targetPrefab != null)
{
//Prefab
PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
}
ApplyLightmaps(instance.m_RendererInfo, instance.m_Lightmaps, instance.m_Lightmaps2);
}
Debug.Log("Update to prefab lightmaps finished");
}
static void GenerateLightmapInfo(string scenePath, string resourcePath, GameObject root, List<RendererInfo> rendererInfos, List<Texture2D> lightmaps, List<Texture2D> lightmaps2)
{
var renderers = root.GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer renderer in renderers)
{
if (renderer.lightmapIndex != -1)
{
RendererInfo info = new RendererInfo();
info.renderer = renderer;
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor;
Texture2D lightmap2 = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
int sceneLightmapIndex = AddLightmap(scenePath, resourcePath, renderer.lightmapIndex, lightmap, lightmap2);
info.lightmapIndex = lightmaps.IndexOf(sceneLightmaps[sceneLightmapIndex].lightmap0);
if (info.lightmapIndex == -1)
{
info.lightmapIndex = lightmaps.Count;
lightmaps.Add(sceneLightmaps[sceneLightmapIndex].lightmap0);
lightmaps2.Add(sceneLightmaps[sceneLightmapIndex].lightmap1);
}
rendererInfos.Add(info);
}
}
}
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.png", resourcePath + "_dir", originalLightmapIndex, lightmap2);
}
sceneLightmaps.Add(lightmap_Remap);
newIndex = sceneLightmaps.Count - 1;
}
return newIndex;
}
static Texture2D GetLightmapAsset(string filename, string resourcePath, int originalLightmapIndex, Texture2D lightmap)
{
AssetDatabase.ImportAsset(filename, ImportAssetOptions.ForceUpdate);
var importer = AssetImporter.GetAtPath(filename) as TextureImporter;
importer.isReadable = true;
AssetDatabase.ImportAsset(filename, ImportAssetOptions.ForceUpdate);
var assetLightmap = AssetDatabase.LoadAssetAtPath<Texture2D>(filename);
var assetPath = resourcePath + "-" + originalLightmapIndex + ".asset";
var newLightmap = Instantiate<Texture2D>(assetLightmap);
AssetDatabase.CreateAsset(newLightmap, assetPath);
newLightmap = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
importer.isReadable = false;
AssetDatabase.ImportAsset(filename, ImportAssetOptions.ForceUpdate);
return newLightmap;
}
#endif
}
7.模型挂载PrefabLightmapData.cs代码
烘焙场景和预制 Assets/Update Scene with Prefab Lightmaps
烘焙预制Assets/Bake Prefab Lightmaps