• Unity 烘焙材质到单一贴图的脚本


    原地址:http://www.cocoachina.com/gamedev/gameengine/2011/0406/2756.html

    这个脚本由 CocoaChina 版主 “四角钱” 分享,可以将复杂的材质(比如有法线贴图的材质)进行"烘焙",转变为单一的贴图。可用来将 Unity 的游戏移植到移动平台时候使用。请将脚本放 Editor 文件夹里,使用时选择一个 Material 材质,然后在菜单种"Custom/Bake Material"打开并调整照明和其他参数,点击Bake按钮就会生成一个单一的贴图。

    class BakeMaterialSettings
    {
        private static var kEditorPrefsName = "BakeMaterialSettings";
        
        static var kBakingLayerShouldBeUnusedInScene = 30;
        static var kStandardTexNames = new Array ("_MainTex", "_BumpMap", "_Detail", "_ParallaxMap", "_Parallax");
    
        var bakeAlpha = false;
        var bakeMainTexAsWhite = false;
        var minTextureResolution = 8;
        var maxTextureResolution = 2048;
    
        var emptyScene = false;
        var useCustomLights = false;
        var ambient = Color.black;
        
        static var kLights = 3;
        var enableLight = new boolean[kLights];
        var colorLight = new Color[kLights];
        var dirLight = new Vector2[kLights];
        
        function BakeMaterialSettings ()
        {
            Load ();
        }
        
        function Load ()
        {
            bakeAlpha = EditorPrefs.GetBool(kEditorPrefsName + ".bakeAlpha");
            bakeMainTexAsWhite = EditorPrefs.GetBool(kEditorPrefsName + ".bakeMainTexAsWhite");
            minTextureResolution = EditorPrefs.GetInt(kEditorPrefsName + ".minTextureResolution", 8);
            maxTextureResolution = EditorPrefs.GetInt(kEditorPrefsName + ".maxTextureResolution", 2048);
    
            emptyScene = EditorPrefs.GetBool(kEditorPrefsName + ".emptyScene");
            useCustomLights = EditorPrefs.GetBool(kEditorPrefsName + ".useCustomLights");
            ambient.r = EditorPrefs.GetFloat(kEditorPrefsName + ".ambient.r");
            ambient.g = EditorPrefs.GetFloat(kEditorPrefsName + ".ambient.g");
            ambient.b = EditorPrefs.GetFloat(kEditorPrefsName + ".ambient.b");
            ambient.a = EditorPrefs.GetFloat(kEditorPrefsName + ".ambient.a", 1.0f);
            
            for (var q = 0; q < kLights; ++q)
            {
                enableLight[q] = EditorPrefs.GetBool(kEditorPrefsName + ".enableLight" + q);
                colorLight[q].r = EditorPrefs.GetFloat(kEditorPrefsName + ".color.r" + q, 0.5f);
                colorLight[q].g = EditorPrefs.GetFloat(kEditorPrefsName + ".color.g" + q, 0.5f);
                colorLight[q].b = EditorPrefs.GetFloat(kEditorPrefsName + ".color.b" + q, 0.5f);
                colorLight[q].a = EditorPrefs.GetFloat(kEditorPrefsName + ".color.a" + q, 1.0f);
                dirLight[q].x = EditorPrefs.GetFloat(kEditorPrefsName + ".dir.x" + q);
                dirLight[q].y = EditorPrefs.GetFloat(kEditorPrefsName + ".dir.y" + q);
            }
        }
        
        function Save ()
        {
            EditorPrefs.SetBool(kEditorPrefsName + ".bakeAlpha", bakeAlpha);
            EditorPrefs.SetBool(kEditorPrefsName + ".bakeMainTexAsWhite", bakeMainTexAsWhite);
            EditorPrefs.SetInt(kEditorPrefsName + ".minTextureResolution", minTextureResolution);
            EditorPrefs.SetInt(kEditorPrefsName + ".maxTextureResolution", maxTextureResolution);
    
            EditorPrefs.GetBool(kEditorPrefsName + ".emptyScene", emptyScene);
            EditorPrefs.SetBool(kEditorPrefsName + ".useCustomLights", useCustomLights);
            EditorPrefs.SetFloat(kEditorPrefsName + ".ambient.r", ambient.r);
            EditorPrefs.SetFloat(kEditorPrefsName + ".ambient.g", ambient.g);
            EditorPrefs.SetFloat(kEditorPrefsName + ".ambient.b", ambient.b);
            EditorPrefs.SetFloat(kEditorPrefsName + ".ambient.a", ambient.a);
    
            for (var q = 0; q < kLights; ++q)
            {
                EditorPrefs.SetBool(kEditorPrefsName + ".enableLight" + q, enableLight[q]);
                EditorPrefs.SetFloat(kEditorPrefsName + ".color.r" + q, colorLight[q].r);
                EditorPrefs.SetFloat(kEditorPrefsName + ".color.g" + q, colorLight[q].g);
                EditorPrefs.SetFloat(kEditorPrefsName + ".color.b" + q, colorLight[q].b);
                EditorPrefs.SetFloat(kEditorPrefsName + ".color.a" + q, colorLight[q].a);
                EditorPrefs.SetFloat(kEditorPrefsName + ".dir.x" + q, dirLight[q].x);
                EditorPrefs.SetFloat(kEditorPrefsName + ".dir.y" + q, dirLight[q].y);
            }
        }
    }
    
    class BakeMaterial extends EditorWindow
    {
        private static var kMateriBakeNodeName = "__MateriaBakeSetup";
        private static var kWindowMinSize = Vector2 (300, 386);
        
        private static var settings : BakeMaterialSettings;
        private static var visible : boolean = false;
        
        private var camera : GameObject;
        private var plane : GameObject;
        private var previewTexture : Texture;
        private var lights : GameObject[] = new GameObject[BakeMaterialSettings.kLights];
        private var stateChanged = false;
        
        private var texViewScrollPosition = Vector2.zero;
        private var lastMaterial : Material;
        
        private var originalScene = "";
        
        private var scheduleBakeOnNextUpdate = false;
    
        
        private function SetupScene ()
        {
            DestroyScene ();
            var oldGo = GameObject.Find(kMateriBakeNodeName);
            if (oldGo)
                DestroyImmediate (oldGo);
            camera = new GameObject (kMateriBakeNodeName, Camera);
            plane = GameObject.CreatePrimitive (PrimitiveType.Plane);
    
            var cam = camera;
            cam.camera.backgroundColor = Color.black;
            cam.camera.clearFlags = CameraClearFlags.SolidColor;
            cam.camera.orthographic = true;
            cam.camera.orthographicSize = 5.0;
            cam.camera.cullingMask = 1 << settings.kBakingLayerShouldBeUnusedInScene;
            
            plane.transform.parent = cam.transform;
            plane.transform.position = Vector3.forward * 10.0;
            plane.transform.rotation = Quaternion.Euler (0, 0, 180) * Quaternion.Euler (-90, 0, 0);
            plane.layer = settings.kBakingLayerShouldBeUnusedInScene;
            
            for (var l in lights)
            {
                l = new GameObject ("Light", Light);
                l.light.type = LightType.Directional;
                l.light.cullingMask = 1 << settings.kBakingLayerShouldBeUnusedInScene;
                l.transform.parent = cam.transform;
                l.active = false;
            }
        }
        
        private function UpdateScene (m : Material)
        {
            for (q = 0; q < settings.kLights; ++q)
            {
                lights[q].active = settings.useCustomLights & settings.enableLight[q];
                lights[q].light.color = settings.colorLight[q];
                lights[q].transform.rotation = 
                    Quaternion.AngleAxis(settings.dirLight[q].x, Vector3.up) *
                    Quaternion.AngleAxis(settings.dirLight[q].y, Vector3.right);
            }
            
            if (settings.useCustomLights)
                RenderSettings.ambientLight = settings.ambient;
            else if (settings.emptyScene)
                RenderSettings.ambientLight = Color.white;
                
            plane.renderer.material = m;
        }
            
        private function DestroyScene ()
        {
            GameObject.DestroyImmediate (camera);
            GameObject.DestroyImmediate (plane);
            GameObject.DestroyImmediate (previewTexture);
        }
    
        function UpdateMaterialPreview (m : Material) : RenderTexture
        {
            if (!m)
                return;
            
            var saveAmbientLight = RenderSettings.ambientLight;
            var saveMainTexture = m.mainTexture;
            if (settings.bakeMainTexAsWhite)
                m.mainTexture = null;
        
            
            // setup
            if (!camera)
                SetupScene ();
            camera.SetActiveRecursively(true);
            UpdateScene (m);
            
            var res = FindLargestTextureResolution (plane.renderer.sharedMaterial, settings.minTextureResolution, settings.maxTextureResolution);
            var rt = RenderCameraToRenderTexture (camera.camera, res.x, res.y);
            
            // restore
            camera.SetActiveRecursively(false);
            RenderSettings.ambientLight = saveAmbientLight;
            m.mainTexture = saveMainTexture;
            
            previewTexture = rt;
            return rt;
        }
        
        function CaptureMaterial(m : Material)
        {
            var matAssetPath = AssetDatabase.GetAssetPath (m);
            var assetPath = System.IO.Path.Combine (System.IO.Path.GetDirectoryName (matAssetPath), System.IO.Path.GetFileNameWithoutExtension (matAssetPath));
    
            var rt = UpdateMaterialPreview (m);
            RenderTextureToPNG (rt, settings.bakeAlpha, assetPath + ".png");
        }
    
        function OnEnable ()
        {
            if (!settings)
                settings = new BakeMaterialSettings ();
            SetupScene ();
            visible = true;
        }
        
        function OnDisable ()
        {
            DestroyScene ();
            settings.Save ();
            visible = false;
        }
    
        static function GetTargetMaterial () : Material
        {
            return EditorUtility.InstanceIDToObject (Selection.activeInstanceID) as Material;
        }
    
        function OnSelectionChange ()
        {
            Repaint ();
        }
    
        function Update ()
        {
            var rebuildScene = false;
            if (scheduleBakeOnNextUpdate)
            {
                Bake ();
                scheduleBakeOnNextUpdate = false;
                rebuildScene = true;
            }
            
            if (originalScene == "" && EditorApplication.currentScene == "")
                settings.emptyScene = true;
                
            if (settings.emptyScene && originalScene == "" && EditorApplication.currentScene != "")
            {
                DestroyScene ();
                if (EditorApplication.SaveCurrentSceneIfUserWantsTo ())
                {
                    originalScene = EditorApplication.currentScene;
                    EditorApplication.NewScene ();
                }
                else
                    settings.emptyScene = false;
                rebuildScene = true;            
            }
            else if (!settings.emptyScene && originalScene != "")
            {
                EditorApplication.OpenScene (originalScene);
                rebuildScene = true;
                originalScene = "";
            }
            
            if (rebuildScene)
            {
                SetupScene ();
            }
            
            if (rebuildScene || stateChanged || !settings.emptyScene)
            {
                UpdateMaterialPreview (lastMaterial);
                Repaint ();
                stateChanged = false;
            }
        }
        
        function OnGUI ()
        {
            var material = GetTargetMaterial ();
            if (lastMaterial != material)
                UpdateMaterialPreview (material);
            if (material)
                lastMaterial = material;
            
            EditorGUILayout.BeginHorizontal();
                EditorGUILayout.BeginVertical(GUILayout.MaxWidth(200));
                    if (!(originalScene == "" && EditorApplication.currentScene == ""))
                    {
                        settings.emptyScene = !EditorGUILayout.BeginToggleGroup("Scene ligthing", !settings.emptyScene);
                        EditorGUILayout.EndToggleGroup();
                    }
                    settings.useCustomLights = EditorGUILayout.BeginToggleGroup("Custom lighting", settings.useCustomLights);
                    if (settings.useCustomLights)
                    {
                        EditorGUI.indentLevel = 1;
                        settings.ambient = EditorGUILayout.ColorField("Ambient", settings.ambient);
                        for (var q = 0; q < settings.kLights; ++q)
                        {
                            settings.enableLight[q] = EditorGUILayout.BeginToggleGroup("Light", settings.enableLight[q]);
                            EditorGUI.indentLevel = 2;
                                settings.colorLight[q] = EditorGUILayout.ColorField("Color", settings.colorLight[q]);
                                settings.dirLight[q] = EditorGUILayout.Vector2Field("Direction", settings.dirLight[q]);
                            EditorGUILayout.EndToggleGroup();
                        }
                    }
                    EditorGUI.indentLevel = 0;
                    EditorGUILayout.EndToggleGroup();
                    
                    settings.bakeAlpha = EditorGUILayout.Toggle("Bake Alpha", settings.bakeAlpha);
                    settings.bakeMainTexAsWhite = !EditorGUILayout.Toggle("MainTex", !settings.bakeMainTexAsWhite);
                    settings.minTextureResolution = EditorGUILayout.IntField("Min Resolution", settings.minTextureResolution);
                    settings.maxTextureResolution = EditorGUILayout.IntField("Max Resolution", settings.maxTextureResolution);
                    settings.minTextureResolution = Mathf.Max(2, settings.minTextureResolution);
                    settings.maxTextureResolution = Mathf.Max(settings.minTextureResolution, settings.maxTextureResolution);
    
                    EditorGUILayout.BeginHorizontal();
                    if (GUILayout.Button("Bake"))
                    {
                        CaptureMaterial (lastMaterial);
                    }
                    if (GUILayout.Button("Bake Selected"))
                    {
                        scheduleBakeOnNextUpdate = true;
                    }
                    EditorGUILayout.EndHorizontal();
                    
                EditorGUILayout.EndVertical();
                
                texViewScrollPosition = EditorGUILayout.BeginScrollView (texViewScrollPosition);
                    var r = GUILayoutUtility.GetAspectRect(1.0f);
                    if (previewTexture)
                        EditorGUI.DrawPreviewTexture(r, previewTexture);
                EditorGUILayout.EndScrollView();        
            EditorGUILayout.EndHorizontal();
            
            if (GUI.changed)
            {
                stateChanged = true;
            }
        }
        
        @MenuItem("Custom/Bake Material ...", false, 5)
        static function CreateBakeEditor()
        {
            var window = EditorWindow.GetWindow(BakeMaterial);
            window.title = "Bake Material";
            window.minSize = kWindowMinSize;
            window.Show();
        }
    
        @MenuItem("Custom/Bake Selected Materials", false, 4)
        static function Bake()
        {
            var instanceIDs = Selection.instanceIDs;
            var currentScene = EditorApplication.currentScene;
        
            var wasAlreadyVisible = BakeMaterial.visible;
            var window = EditorWindow.GetWindow(BakeMaterial);
            
            if (window.settings.emptyScene)
            {
                if (!EditorApplication.SaveCurrentSceneIfUserWantsTo ())
                    return;
                EditorApplication.NewScene ();
            }
            
            window.SetupScene ();
            for (var i in instanceIDs)
            {
                var m : Material = EditorUtility.InstanceIDToObject (i) as Material;
                if (m)
                    window.CaptureMaterial (m);
            }
            window.DestroyScene ();
            
            if (window.settings.emptyScene && currentScene)
            {
                EditorApplication.OpenScene (currentScene);
            }
            
            if (!wasAlreadyVisible)
                window.Close ();
        }
        
        static function FindLargestTextureResolution (m : Material, minTexRes : int, maxTexRes : int) : Vector2
        {
            var res = Vector2 (minTexRes, minTexRes);
            for (var n in BakeMaterialSettings.kStandardTexNames)
            {
                if (!m.HasProperty (n))
                    continue;
            
                var t : Texture = m.GetTexture (n);
                if (!t)
                    continue;
                
                res.x = Mathf.Max (res.x, t.width);
                res.y = Mathf.Max (res.y, t.height);
            }
            res.x = Mathf.Min (res.x, maxTexRes);
            res.y = Mathf.Min (res.y, maxTexRes);
            return res;
        }
        
        static function RenderCameraToRenderTexture (cam : Camera, width : int, height : int) : RenderTexture
        {
            var rt = cam.camera.targetTexture;
            if (rt && rt.width != width && rt.height != height)
                DestroyImmediate(rt);
            if (!rt)
                rt = new RenderTexture (width, height, 24);
            cam.camera.targetTexture = rt;
            cam.camera.Render ();
            return rt;
        }
        
        static function RenderTextureToPNG (rt : RenderTexture, bakeAlpha : boolean, assetPath : String)
        {
            RenderTexture.active = rt;
            
            var screenShot = new Texture2D (rt.width, rt.height, bakeAlpha? TextureFormat.ARGB32 : TextureFormat.RGB24, false);
            screenShot.ReadPixels (Rect (0, 0, rt.width, rt.height), 0, 0); 
            
            RenderTexture.active = null;
            
            var bytes = screenShot.EncodeToPNG (); 
            System.IO.File.WriteAllBytes (assetPath, bytes);
            
            AssetDatabase.ImportAsset (assetPath, ImportAssetOptions.ForceUpdate);
        }
    }
    

      

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  • 原文地址:https://www.cnblogs.com/123ing/p/3703739.html
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