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复杂材质烘焙成一张贴图
- 博客分类:
- Unity3D
这个脚本可以将复杂的材质,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
将这个脚本放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.
脚本:BakeMaterial.js
将这个脚本放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.
脚本:BakeMaterial.js
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); } }
发表评论
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unity Mathf 数学运算(C#)
2013-05-14 15:32 4007Mathf 数学运算Mathf.Abs绝 ... -
Unity3D与VS2008结合
2013-03-07 13:24 2952mono出问题了,打开之后总是没反应,憋的我只能另想办法了,还 ... -
按自身本地坐标移动
2012-11-09 11:10 0transform.Translate( new Vector ... -
Transform.eulerAngles
2012-09-19 11:20 6069eulerAngles的三个变量,x,y,z表示三个绕坐标轴旋 ... -
UNITY3D开发IOS 强制屏幕四个方向不旋转的方法
2012-09-18 13:32 7203void Start () { //纵向 上下 ... -
Unity Mathf 数学运算(C#)
2012-09-17 10:27 107482Mathf.Abs绝对值 计算并返回指定参数 f 绝对值。 ... -
xxx.unity3d 这种文件怎么打开呢`
2012-09-03 10:26 0unity3d是在unity编辑器下编辑模型,然后使用unit ... -
unity3d协作过程中svn的使用
2012-06-20 14:42 1517算是从unity3d官方网站上的翻译,如果你没有看到,可以看下 ... -
Unity3D 里的单例模式(转)
2012-05-04 16:15 2223在Unity3D中可以用不同的方法来实现单例,第一种是通常用法 ... -
unity3d换贴图
2012-04-25 11:51 0//换贴图,直接把这段代码加在要换贴图的模型上即可 ... -
unity3d 修改 webplayer 的logo
2012-03-30 13:48 3864经过测试,以下两种方式都是可以的。 第一种,加到<sc ... -
[转载]Unity3d闪烁灯光脚本
2012-03-29 09:05 1807using UnityEngine; using ... -
Unity引擎链接mySQL数据库
2012-03-29 08:58 5016需要unity3d3.5 pro版本,所以先确认自己用的是不是 ... -
在Unity3D里使用JSON格式进行数据交换(转)
2012-03-29 08:55 12659这个例子里做的事情很简单,主要做了两件事: 1 从服务器的p ... -
unity3d调用外部摄像头
2012-03-26 15:24 0public string deviceName; ... -
天气系统
2012-03-21 08:37 0var lightmapFarsFirst:Texture ... -
Unity3D鼠标响应事件
2012-03-19 10:14 0void OnMouseDrag () { ... -
javaScript改变skybox
2012-03-07 23:38 1062var dayMaterial:Material; va ... -
Unity 3D 入门常见问题
2012-02-29 10:12 3775下面列出了常见的问题. 文档 Unity 手册 -- 包含用 ... -
UNITY3D常用代码
2012-02-28 08:51 001、基本碰撞检测代码 function OnCollis ...
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