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For this to work well," + + " the source and target prefabs should have the same hierarchy. The meshes and materials in the target prefab will be updated to baked versions." + + " Modifications to the target prefab other than the meshes and materials will be preserved.\n\n" + + "Check the console for errors after baking the prefabs."); + + SerializedProperty prefabRows, outputFolder, logLevel; + + private int prefabRows_CurrentPage = 1; + private int prefabRows_NumPerPage = 50; + + Color buttonColor = new Color(.8f, .8f, 1f, 1f); + + [MenuItem("GameObject/Create Other/Mesh Baker/Batch Prefab Baker", false, 1000)] + public static void CreateNewBatchPrefabBaker() + { + //if (MB3_MeshCombiner.EVAL_VERSION) + //{ + // Debug.LogError("The prefab baker is only available in the full version of MeshBaker."); + // return; + //} + + MB3_TextureBaker[] mbs = (MB3_TextureBaker[]) MBVersion.FindSceneObjectsOfType(typeof(MB3_TextureBaker)); + // Generate unique name + int largest = 0; + { + Regex regex = new Regex(@"\((\d+)\)$", RegexOptions.Compiled | RegexOptions.CultureInvariant); + try + { + for (int i = 0; i < mbs.Length; i++) + { + Match match = regex.Match(mbs[i].name); + if (match.Success) + { + int val = Convert.ToInt32(match.Groups[1].Value); + if (val >= largest) + largest = val + 1; + } + } + } + catch (Exception e) + { + if (e == null) e = null; //Do nothing supress compiler warning + } + } + + GameObject nmb = new GameObject("BatchPrefabBaker (" + largest + ")"); + nmb.transform.position = Vector3.zero; + + MB3_BatchPrefabBaker bpb = nmb.AddComponent(); + nmb.AddComponent(); + nmb.AddComponent(); + bpb.prefabRows = new MB3_BatchPrefabBaker.MB3_PrefabBakerRow[0]; + bpb.outputPrefabFolder = ""; + } + + void OnEnable() + { + prefabBaker = new SerializedObject(target); + prefabRows = prefabBaker.FindProperty("prefabRows"); + outputFolder = prefabBaker.FindProperty("outputPrefabFolder"); + logLevel = prefabBaker.FindProperty("LOG_LEVEL"); + } + + void OnDisable() + { + prefabBaker = null; + } + + public override void OnInspectorGUI() + { + prefabBaker.Update(); + + EditorGUILayout.HelpBox( + "This tool speeds up the process of preparing prefabs" + + " for static and dynamic batching. It creates duplicate prefab assets and meshes" + + " that share a combined material. Source assets are not touched.\n\n" + + "1) Create instances of source prefabs to this scene.\n" + + "2) Add these instances to the TextureBaker on this GameObject and bake the textures used by the prefabs.\n" + + "3) Using the BatchPrefabBaker component, click 'Populate Prefab Rows From Texture Baker' or manually set up Prefab Rows by dragging to the Prefab Rows list.\n" + + "4) Choose a folder where the result prefabs will be stored and click 'Create Empty Result Prefabs'\n" + + "5) Click 'Batch Bake Prefabs'\n" + + "6) Check the console for messages and errors\n" + + "7) (Optional) If you want to compare the source objects to the result objects use the BatchPrefabBaker '...' menu command 'Create Instances For Prefab Rows'. This will create aligned instances of the prefabs in the scene so that it is easy to see any differences.\n", MessageType.Info); + EditorGUILayout.PropertyField(logLevel, GUIContentLogLevelContent); + + MB_PaginatedList.GenerateObjectsToBeCombinedList(prefabRows, ref prefabRows_CurrentPage, ref prefabRows_NumPerPage); + + + EditorGUILayout.LabelField("Output Folder", EditorStyles.boldLabel); + EditorGUILayout.LabelField(outputFolder.stringValue); + + if (GUILayout.Button("Browse For Output Folder")) + { + string path = EditorUtility.OpenFolderPanel("Browse For Output Folder", "", ""); + path = MB_BatchPrefabBakerEditorFunctionsCore.ConvertFullPathToProjectRelativePath(path); + outputFolder.stringValue = path; + } + + if (GUILayout.Button("Create Empty Result Prefabs")) + { + MB_BatchPrefabBakerEditorFunctions.CreateEmptyOutputPrefabs(outputFolder.stringValue, (MB3_BatchPrefabBaker) target); + } + + Color oldColor = GUI.backgroundColor; + GUI.backgroundColor = buttonColor; + if (GUILayout.Button(GUIContentBatchBakePrefabReplacePrefab)) + { + MB3_BatchPrefabBaker pb = (MB3_BatchPrefabBaker)target; + MB_BatchPrefabBakerEditorFunctions.BakePrefabs(pb, true); + } + if (GUILayout.Button(GUIContentBatchBakePrefabOnlyMeshesAndMats)) + { + MB3_BatchPrefabBaker pb = (MB3_BatchPrefabBaker)target; + MB_BatchPrefabBakerEditorFunctions.BakePrefabs(pb, false); + } + GUI.backgroundColor = oldColor; + + if (GUILayout.Button("Populate Prefab Rows From Texture Baker")) + { + PopulatePrefabRowsFromTextureBaker((MB3_BatchPrefabBaker)prefabBaker.targetObject); + } + + if (GUILayout.Button("Open Replace Prefabs In Scene Window")) + { + MB3_BatchPrefabBaker pb = (MB3_BatchPrefabBaker)target; + MB_ReplacePrefabsInSceneEditorWindow.ShowWindow(pb.prefabRows); + } + + + prefabBaker.ApplyModifiedProperties(); + prefabBaker.SetIsDifferentCacheDirty(); + } + + public void PopulatePrefabRowsFromTextureBaker(MB3_BatchPrefabBaker prefabBaker) + { + MB3_TextureBaker texBaker = prefabBaker.GetComponent(); + List newPrefabs = new List(); + List gos = texBaker.GetObjectsToCombine(); + for (int i = 0; i < gos.Count; i++) + { + if (gos[i] == null) + { + Debug.LogError("Prefab in Objects To Be Combined at index " + i + " is null. Make sure that all objects to be batched are non-null prefabs."); + return; + } + GameObject go = (GameObject)MBVersionEditor.PrefabUtility_FindPrefabRoot(gos[i]); + if (go == null) + { + Debug.LogError("Could not find prefab root for " + gos[i] + " at index " + i + ". Make sure that all objects to be batched are non-null prefabs."); + return; + } + UnityEngine.Object obj = MBVersionEditor.PrefabUtility_GetCorrespondingObjectFromSource(go); + + if (obj != null && obj is GameObject) + { + if (!newPrefabs.Contains((GameObject)obj)) newPrefabs.Add((GameObject)obj); + } + else + { + Debug.LogWarning(String.Format("Object {0} did not have a prefab", gos[i])); + } + + } + + // Remove prefabs that are already in the list of batch prefab baker's prefabs. + { + List tmpNewPrefabs = new List(); + for (int i = 0; i < newPrefabs.Count; i++) + { + bool found = false; + for (int j = 0; j < prefabBaker.prefabRows.Length; j++) + { + if (prefabBaker.prefabRows[j].sourcePrefab == newPrefabs[i]) + { + found = true; + break; + } + } + + if (!found) + { + tmpNewPrefabs.Add(newPrefabs[i]); + } + } + + newPrefabs = tmpNewPrefabs; + } + + if (MB3_MeshCombiner.EVAL_VERSION) + { + int numPrefabsLimit = MB_BatchPrefabBakerEditorFunctions.EvalVersionPrefabLimit; + int numNew = numPrefabsLimit - prefabBaker.prefabRows.Length; + if (newPrefabs.Count + prefabBaker.prefabRows.Length > numPrefabsLimit) + { + Debug.LogError("The free version of Mesh Baker is limited to batch baking " + numPrefabsLimit + + " prefabs. The full version has no limit on the number of prefabs that can be baked. " + (newPrefabs.Count - numNew) + " prefabs were not added."); + + } + + + for (int i = newPrefabs.Count - 1; i >= numNew; i--) + { + newPrefabs.RemoveAt(i); + } + } + + List newRows = new List(); + if (prefabBaker.prefabRows == null) prefabBaker.prefabRows = new MB3_BatchPrefabBaker.MB3_PrefabBakerRow[0]; + newRows.AddRange(prefabBaker.prefabRows); + for (int i = 0; i < newPrefabs.Count; i++) + { + MB3_BatchPrefabBaker.MB3_PrefabBakerRow row = new MB3_BatchPrefabBaker.MB3_PrefabBakerRow(); + row.sourcePrefab = newPrefabs[i]; + newRows.Add(row); + } + + + Undo.RecordObject(prefabBaker, "Populate prefab rows"); + prefabBaker.prefabRows = newRows.ToArray(); + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_BatchPrefabBakerEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_BatchPrefabBakerEditor.cs.meta new file mode 100644 index 0000000..88e4d00 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_BatchPrefabBakerEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 9eec7d996f61d7245a9c9d169979b8dd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_BatchPrefabBakerEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_BoneWeightCopierEditor.cs b/Assets/MeshBaker/Editor/MB3_BoneWeightCopierEditor.cs new file mode 100644 index 0000000..4ce2ae5 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_BoneWeightCopierEditor.cs @@ -0,0 +1,337 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2015-2016 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Specialized; +using System.Collections.Generic; +using System.Text.RegularExpressions; + +using DigitalOpus.MB.Core; +using UnityEditor; + + +namespace DigitalOpus.MB.MBEditor +{ + + [CustomEditor(typeof(MB3_BoneWeightCopier))] + public class MB3_BoneWeightCopierEditor : Editor + { + SerializedProperty inputGameObjectProp; + SerializedProperty outputPrefabProp; + SerializedProperty radiusProp; + SerializedProperty seamMeshProp; + SerializedProperty targetMeshesProp; + SerializedProperty outputFolderProp; + + GameObject copyOfInput; + + GUIContent gc_inputGameObject = new GUIContent("Input Game Object", "Assign the parent object of all the Skinned Meshes to this field."); + GUIContent gc_outputPrefab = new GUIContent("Output Prefab", "Provide a GameObject Prefab that the Bone Weight Copier will output to."); + GUIContent gc_radius = new GUIContent("Radius", "Vertices in each Target Mesh that are within Radius of a vertex in the Seam Mesh will be assigned the same bone weight as the Seam Mesh vertex."); + GUIContent gc_seamMesh = new GUIContent("Seam Mesh", "The seam mesh should contain vertices for the seams with correct bone weights. Seams are the vertices that are shared by two skinned meshes that overlap. For example there should be a seam between an arm skinned mesh and a hand skinned mesh."); + GUIContent gc_outputFolder = new GUIContent("Output Folder", "Copies of the Skinned Meshes will be saved to this folder, must be located in the project Assets folder."); + + [MenuItem("GameObject/Create Other/Mesh Baker/Bone Weight Copier", false, 1000)] + public static GameObject CreateNewMeshBaker() + { + GameObject nmb = new GameObject("BoneWeightCopier"); + nmb.transform.position = Vector3.zero; + nmb.AddComponent(); + return nmb.gameObject; + } + + + void OnEnable() + { + radiusProp = serializedObject.FindProperty("radius"); + seamMeshProp = serializedObject.FindProperty("seamMesh"); + //targetMeshesProp = serializedObject.FindProperty("targetMeshes"); + outputFolderProp = serializedObject.FindProperty("outputFolder"); + inputGameObjectProp = serializedObject.FindProperty("inputGameObject"); + outputPrefabProp = serializedObject.FindProperty("outputPrefab"); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + MB3_BoneWeightCopier bwc = (MB3_BoneWeightCopier)target; + + + EditorGUILayout.HelpBox("== BETA (please report problems) ==\n\n" + + "This tool helps create skinned mesh parts that can be mix and matched to customize characters. " + + "It adjusts the boneWeights, positions, normals and tangents at the joins to have the same values so there are no tears." + + "\n\n" + + "1) Model the skinned meshes and attach them all to the same rig. The rig may have multiple arms, hands, hair etc...\n" + + "2) At every seam (eg. between an arm mesh and hand mesh) there must be a set of vertices duplicated in both meshes.\n" + + "3) Create one additional mesh that contains another copy of all the geometry. This will be called the Seam Mesh\n" + + "4) Attach it to the rig and adjust the bone weights. This will be the master set of bone weights that will be copied to all the other skinned meshes.\n" + + "5) Mark the seam vertices using the UV channel.\n" + + " verts with UV > (.5,.5) are seam verts\n" + + " verts with UV < (.5,.5) are ignored\n" + + "6) Import the model into Unity and create an instance of it in the scene\n" + + "7) Assign the Seam Mesh to the Seam Mesh field\n" + + "8) Assign the parent game object of all the skinned meshes to the Input Game Object field\n" + + "9) Adjust the radius\n" + + "10) Choose an output folder and save the meshes\n" + + "11) Click 'Copy Bone Weights From Seam Mesh'\n", MessageType.Info); + + EditorGUILayout.PropertyField(radiusProp, gc_radius); + EditorGUILayout.PropertyField(seamMeshProp, gc_seamMesh); + EditorGUILayout.PropertyField(inputGameObjectProp, gc_inputGameObject); + EditorGUILayout.PropertyField(outputPrefabProp, gc_outputPrefab); + //if (GUILayout.Button("Get Skinned Meshes From Input Game Object")) { + // GetSkinnedMeshesFromGameObject(bwc); + //} + //EditorGUILayout.PropertyField(targetMeshesProp,true); + + if (GUILayout.Button("Copy Bone Weights From Seam Mesh")) + { + CopyBoneWeightsFromSeamMeshToOtherMeshes(bwc); + } + EditorGUILayout.Separator(); + EditorGUILayout.Separator(); + EditorGUILayout.LabelField("Save Meshes To Project Folder", EditorStyles.boldLabel); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(outputFolderProp, gc_outputFolder); + bool pathIsValid; + string errorMessage; + { + string path = outputFolderProp.stringValue; + outputFolderProp.stringValue = + MB3_MeshBakerEditorFunctionsCore.SanitizeAndMakeFullPathRelativeToAssetsFolderAndValidate(path, out errorMessage, + out pathIsValid); + Debug.Assert(errorMessage != null, "errorMessage should never be null"); + } + + if (GUILayout.Button("Browse")) + { + string path = EditorUtility.OpenFolderPanel("Browse For Output Folder", "", ""); + path = MB_BatchPrefabBakerEditorFunctionsCore.ConvertFullPathToProjectRelativePath(path); + outputFolderProp.stringValue = path; + } + EditorGUILayout.EndHorizontal(); + + if (!pathIsValid) + { + EditorGUILayout.HelpBox(errorMessage, MessageType.Error); + } + + if (GUILayout.Button("Set Output Folder To Output Prefab Folder")) + { + string path = AssetDatabase.GetAssetPath(bwc.outputPrefab); + path = new System.IO.FileInfo(path).Directory.FullName.Replace('\\', '/'); + path = MB_BatchPrefabBakerEditorFunctionsCore.ConvertFullPathToProjectRelativePath(path); + outputFolderProp.stringValue = path; + } + serializedObject.ApplyModifiedProperties(); + } + + public void CopyBoneWeightsFromSeamMeshToOtherMeshes(MB3_BoneWeightCopier bwc) + { + if (bwc.seamMesh == null) + { + Debug.LogError("The Seam Mesh cannot be null."); + return; + } + + if (bwc.inputGameObject == null) + { + Debug.LogError("The Input Game Object cannot be null."); + return; + } + + UnityEngine.Object pr = (UnityEngine.Object) MBVersionEditor.PrefabUtility_FindPrefabRoot(bwc.seamMesh.gameObject); + string assetPath = null; + if (pr != null) + { + assetPath = AssetDatabase.GetAssetPath(pr); + } + if (assetPath != null) + { + ModelImporter mi = (ModelImporter)AssetImporter.GetAtPath(assetPath); + if (mi != null) + { + if (mi.optimizeGameObjects) + { + Debug.LogError(string.Format("The seam mesh has 'optimize game objects' checked in the asset importer rig tab. This will result in no bones. Uncheck 'optimize game objects' in the rig tab.")); + return; + } + } + } + + { + // Check that inputGameObject contains all the bones; + Transform[] bones = bwc.seamMesh.bones; + for (int i = 0; i < bones.Length; i++) + { + Transform b = bones[i]; + if (b == null) + { + Debug.LogError("There are null bones on the seam mesh."); + return; + } else + { + if (!IsChildOf(bwc.inputGameObject.transform, b)) + { + Debug.LogError("All bones used by the seam mesh must be children of the Input Game Object. There were some bones that were not a children of the seam mesh."); + return; + } + } + } + } + + if (bwc.outputPrefab == null) + { + Debug.LogError(string.Format("The output game object must be assigned and must be a prefab of a game object in the project folder.")); + return; + } + if (MBVersionEditor.PrefabUtility_GetPrefabType(bwc.outputPrefab) != MB_PrefabType.prefabAsset) + { + Debug.LogError("The output game object must be a prefab. Create a prefab in the project and drag an empty game object to it."); + return; + } + + //duplicate the source prefab and the meshes + if (copyOfInput != null) + { + DestroyImmediate(copyOfInput); + } + copyOfInput = (GameObject)GameObject.Instantiate(bwc.inputGameObject); + + Transform seamMeshCopyTransform = MB_BatchPrefabBakerEditorFunctionsCore.FindCorrespondingTransform(bwc.inputGameObject.transform, bwc.seamMesh.transform, copyOfInput.transform); + SkinnedMeshRenderer seamMeshCopy = seamMeshCopyTransform.GetComponent(); + + Transform[] seamMeshBones = seamMeshCopy.bones; + SkinnedMeshRenderer[] targSkinnedMeshes = copyOfInput.GetComponentsInChildren(); + Transform[][] targMeshBones = new Transform[targSkinnedMeshes.Length][]; + Mesh[] targs = new Mesh[targSkinnedMeshes.Length]; + for (int i = 0; i < targSkinnedMeshes.Length; i++) + { + if (targSkinnedMeshes[i].sharedMesh == null) + { + Debug.LogError(string.Format("Skinned Mesh {0} does not have a mesh", targSkinnedMeshes[i])); + return; + } + MB_PrefabType pt = MBVersionEditor.PrefabUtility_GetPrefabType(targSkinnedMeshes[i].gameObject); + if (pt == MB_PrefabType.modelPrefabAsset) + { + Debug.LogError(string.Format("Target Mesh {0} is an imported model prefab. Can't modify these meshes because changes will be overwritten the next time the model is saved or reimported. Try instantiating the prefab and using skinned meshes from the scene instance.", i)); + return; + } + + targMeshBones[i] = targSkinnedMeshes[i].bones; + targs[i] = (Mesh)GameObject.Instantiate(targSkinnedMeshes[i].sharedMesh); + } + + Transform[][] newBonesForSMRs = new Transform[targs.Length][]; + MB3_CopyBoneWeights.CopyBoneWeightsFromSeamMeshToOtherMeshes(bwc.radius, seamMeshCopy.sharedMesh, targs, newBonesForSMRs, seamMeshBones, targMeshBones); + SaveMeshesToOutputFolderAndAssignToSMRs(targs, newBonesForSMRs, targSkinnedMeshes); + + EditorUtility.SetDirty(copyOfInput); + + + // TODO tried using 2018 replace prefab but there were errors. + //MBVersionEditor.ReplacePrefab(copyOfInput, assetPath, MB_ReplacePrefabOption.connectToPrefab | MB_ReplacePrefabOption.nameBased); + string prefabPth = AssetDatabase.GetAssetPath(bwc.outputPrefab); + MBVersionEditor.PrefabUtility_ReplacePrefab(copyOfInput, prefabPth, MB_ReplacePrefabOption.connectToPrefab | MB_ReplacePrefabOption.nameBased); + + AssetDatabase.SaveAssets(); + DestroyImmediate(copyOfInput); + } + + public void SaveMeshesToOutputFolderAndAssignToSMRs(Mesh[] targetMeshes, Transform[][] newBonesForSMRs, SkinnedMeshRenderer[] targetSMRs) + { + Debug.Assert(targetMeshes.Length == newBonesForSMRs.Length); + //validate meshes + for (int i = 0; i < targetMeshes.Length; i++) + { + if (targetMeshes[i] == null) + { + Debug.LogError(string.Format("An error occured processing mesh {0}. Mesh could not be saved.", targetSMRs[i])); + continue; + } + if (targetSMRs[i] == null) + { + Debug.LogError(string.Format("Target SkinnedMesh {0} is null", i)); + return; + } + + if (targetSMRs[i].sharedMesh == null) + { + Debug.LogError(string.Format("Target Mesh {0} does not have a mesh", i)); + return; + } + MB_PrefabType pt = MBVersionEditor.PrefabUtility_GetPrefabType(targetMeshes[i]); + if (pt == MB_PrefabType.modelPrefabAsset) + { + Debug.LogError(string.Format("Target Mesh {0} is an imported model prefab. Can't modify these meshes because changes will be overwritten the next time the model is saved or reimported. Try instantiating the prefab and using skinned meshes from the scene instance.", i)); + return; + } + + } + //validate output folder + if (outputFolderProp.stringValue == null) + { + Debug.LogError("Output folder must be set"); + return; + } + else + { + { + string errorMessage; + bool pathIsValid; + outputFolderProp.stringValue = + MB3_MeshBakerEditorFunctionsCore.SanitizeAndMakeFullPathRelativeToAssetsFolderAndValidate( + outputFolderProp.stringValue, out errorMessage, out pathIsValid); + if (!pathIsValid) + { + Debug.LogError(errorMessage); + return; + } + } + } + for (int i = 0; i < targetMeshes.Length; i++) + { + Mesh m = targetMeshes[i]; + if (m == null) + { + continue; + } + + string pth = outputFolderProp.stringValue + "/" + targetMeshes[i].name + ".Asset"; + if (pth == null) + { + Debug.LogError("The output folder must be a folder in the project Assets folder."); + return; + } + Debug.Log("Creating mesh " + m + " path " + pth + " numBindPoses: " + m.bindposes.Length + " targSMRs numBones: " + targetSMRs[i].bones.Length); + targetSMRs[i].sharedMesh = m; + if (newBonesForSMRs[i] != null) targetSMRs[i].bones = newBonesForSMRs[i]; + AssetDatabase.CreateAsset(m, pth); + targetSMRs[i].sharedMesh = m; + Debug.Log(string.Format("Created mesh at {0}. Updated Skinned Mesh {1} to use created mesh.", pth, targetSMRs[i].name)); + } + AssetDatabase.SaveAssets(); + } + + bool IsChildOf(Transform parent, Transform child) + { + if (parent == null) return false; + if (child == null) return false; + Transform t = child.parent; + do + { + if (t == parent || t.parent == parent) + { + return true; + } + t = t.parent; + } while (t != child.root); + return false; + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_BoneWeightCopierEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_BoneWeightCopierEditor.cs.meta new file mode 100644 index 0000000..d8fc76d --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_BoneWeightCopierEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 0a5f54a19161b7e489e7c1815bb56b79 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_BoneWeightCopierEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_ColorTintTextureGenerator.cs b/Assets/MeshBaker/Editor/MB3_ColorTintTextureGenerator.cs new file mode 100644 index 0000000..a02e174 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_ColorTintTextureGenerator.cs @@ -0,0 +1,374 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2024 Ian Deane +//---------------------------------------------- +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; +using System.Linq; +using System; +using DigitalOpus.MB.Core; + + +namespace DigitalOpus.MB.MBEditor +{ + /// + /// MB3_ColorTintTextureGenerator handles all the logic for the MB3_CreateCOlorTintWindow class. + /// + /// Provides functionality for detecting materials which are candidates for color tint texture generation and for performing this generation. + /// + /// Makes use of the ColorTintTextureData structure which is also defined in this file to pass information to the MB3_CreateColorTintWindow class. + /// + public class MB3_ColorTintTextureGenerator + { + public struct ColorTintTextureData + { + public Material mat; + public bool willGenerateColorTexture; + public bool hasColorProperty; + public bool hasTextureProperty; + public Color colorProperty; + public Texture textureProperty; + public List messages; + } + + + private MB3_TextureBaker textureBaker; + private Dictionary color2TexMap; + + public MB3_ColorTintTextureGenerator(MB3_TextureBaker tb) + { + textureBaker = tb; + color2TexMap = new Dictionary(); + } + + public List GenerateColorTintTextures(MB3_TextureBaker tb, List ctData, + string path, int texSize, + string[] colorProps, string[] albedoProps, + bool applyChanges, out List fileNames) + { + // validate inputs + if (textureBaker == null) + { + string errorMsg = "Texture baker is not set. This operation requires a texture baker reference."; + throw new Exception(errorMsg); + } + else if (tb != textureBaker) + { + string errorMsg = "Selected texture baker has changed since material list was found.\nPlease find color tint textures again before attempting to generate."; + throw new Exception(errorMsg); + } + if (applyChanges && (path == null || path == "")) + { + string errorMsg = "Folder path must be selected before color tint textures can be generated."; + throw new Exception(errorMsg); + } + if (applyChanges && ctData == null) + { + string errorMsg = "Color tint textures must be found before color tint textures can be generated. Please click \'Find Color Tint Textures\' first.\nThis error may occur if texture baker is changed after color tint textures are found."; + throw new Exception(errorMsg); + } + if (!MB3_MeshBakerRoot.ValidateTextureBakerGameObjects(textureBaker, + textureBaker.GetObjectsToCombine(), + MB2_ValidationLevel.quick)) + { + string errorMsg = "Something went wrong when validating the game objects belonging to the texture baker." + + "Double check that your texture baker is set up correctly."; + throw new Exception(errorMsg); + } + // check if we have at least one colorprop and one albedoprop to search for + if (colorProps.Length <= 0) + { + string errorMsg = "No color properties provided." + + "There must be at least one color property present in the array."; + throw new Exception(errorMsg); + } + else + { + for (int i = 0; i < colorProps.Length; i++) + { + if (colorProps[i] == "") + { + string errorMsg = "One or more of your color properties is empty." + + "Please ensure all properties have an assigned string."; + throw new Exception(errorMsg); + } + } + } + if (albedoProps.Length <= 0) + { + string errorMsg = "No albedo properties provided." + + "There must be at least one albedo property present in the array."; + throw new Exception(errorMsg); + } + else + { + for (int i = 0; i < albedoProps.Length; i++) + { + if (albedoProps[i] == "") + { + string errorMsg = "One or more of your albedo properties is empty." + + "Please ensure all properties have an assigned string."; + throw new Exception(errorMsg); + } + } + } + List objsToCombine = textureBaker.GetObjectsToCombine(); + // check that objects have been added to texture baker + if (objsToCombine.Count == 0) + { + string errorMsg = "No game objects have been added to the selected Texture Baker."; + throw new Exception(errorMsg); + } + + // handle initializations + List dataList = new List(); + fileNames = new List(); + color2TexMap.Clear(); + // retrieve materials from ObjectsToCombine + List matsToCombine = new List(); + for (int i = 0; i < objsToCombine.Count; i++) + { + matsToCombine.AddRange(objsToCombine[i].GetComponent().sharedMaterials.ToList()); + } + // ensure our material list does not contain duplicates + matsToCombine = matsToCombine.Distinct().ToList(); + //do validation on materials + for (int i = matsToCombine.Count - 1; i >= 0; i--) + { + ColorTintTextureData data = new ColorTintTextureData + { + messages = new List(), + willGenerateColorTexture = true, + mat = matsToCombine[i] + }; + Material mat = matsToCombine[i]; + + // check if material is null + if (mat == null) + { + data.willGenerateColorTexture = false; + data.messages.Add("Material was null."); + matsToCombine.Remove(mat); + } + else if (!AssetDatabase.GetAssetPath(mat).Contains("Assets")) + { + data.willGenerateColorTexture = false; + data.messages.Add("Material was not in the \'Assets\' folder: " + mat); + matsToCombine.Remove(mat); + } + else + { + // check if material has no albedo texture or color tint (remove from list) + data.hasColorProperty = false; + data.hasTextureProperty = false; + data.colorProperty = GetColorFromMaterial(mat, colorProps, out data.hasColorProperty); + data.textureProperty = GetTextureFromMaterial(mat, albedoProps, out data.hasTextureProperty); + + if (!data.hasColorProperty) + { + data.willGenerateColorTexture = false; + data.messages.Add("Color property could not be detected."); + } + if (!data.hasTextureProperty) + { + data.willGenerateColorTexture = false; + data.messages.Add("Texture property could not be detected."); + } + else + { + // if material has texture property field the value of that field must be null or mat will be removed + if (data.textureProperty != null) + { + data.willGenerateColorTexture = false; + data.messages.Add("Material " + mat + "already has albedo texture in detected texture property."); + } + } + if (!data.willGenerateColorTexture) + { + matsToCombine.Remove(mat); + } + } + dataList.Add(data); + } + + if (applyChanges) + { + // get unique colors + List colorsOnMats = new List(); + Undo.RecordObjects(matsToCombine.ToArray(), "Color Tint Texture Generation"); + for (int i = 0; i < matsToCombine.Count; i++) + { + Material mat = matsToCombine[i]; + if (mat != null) + { + Color tintColor; + bool foundColor; + tintColor = GetColorFromMaterial(mat, colorProps, out foundColor); + // at this point we should be able to assume that the material has a color associated with one of our property names + Debug.Assert(foundColor, "Expected material " + mat + " to have a detectable color property but none was found."); + colorsOnMats.Add(tintColor); + } + } + colorsOnMats = colorsOnMats.Distinct().ToList(); + for (int i = 0; i < colorsOnMats.Count; i++) + { + Color tintColor = colorsOnMats[i]; + Texture2D tintTexture; + if (!color2TexMap.ContainsKey(tintColor)) + { + string filePath = BuildAndSaveColorTintTexture(path, "ColorTintTexture" + i, texSize, tintColor, out tintTexture); + fileNames.Add(filePath); + color2TexMap.Add(tintColor, filePath); + } + } + AssignTintTexturesToMaterials(matsToCombine, colorProps, albedoProps); + return dataList; + } + else + { + return dataList; + } + } + + private string BuildAndSaveColorTintTexture(string path, string fileName, int texSize, + Color tintColor, out Texture2D tintTexture) + { + // create size by size texture filled with 'color' pixels + bool linear = false; + switch (PlayerSettings.colorSpace) + { + case ColorSpace.Uninitialized: + string errorMsg = "Project color space is not initialized. Could not generate 2D textures"; + throw new Exception(errorMsg); + case ColorSpace.Gamma: + linear = false; + break; + case ColorSpace.Linear: + linear = true; + break; + } + tintTexture = new Texture2D(texSize, texSize, TextureFormat.RGBA32, true, linear); + Color[] pixels = new Color[texSize * texSize]; + for (int i = 0; i < pixels.Length; i++) + { + pixels[i] = tintColor; + } + tintTexture.SetPixels(pixels); + tintTexture.Apply(); + + // save texture as file in 'path' folder + string filePath = path + "/" + fileName + ".asset"; + filePath = AssetDatabase.GenerateUniqueAssetPath(filePath); + + // Write the PNG texture data to a file + AssetDatabase.CreateAsset(tintTexture, filePath); + return filePath; + } + + private void AssignTintTexturesToMaterials(List mats, string[] colorProps, string[] albedoProps) + { + // visit each source material + for (int i = 0; i < mats.Count; i++) + { + Material mat = mats[i]; + if (mat != null) + { + // get color tint + bool foundColor; + Color tintColor = GetColorFromMaterial(mat, colorProps, out foundColor); + Debug.Assert(foundColor, "Expected material " + mat + " to have a detectable color property but none was found."); + // feed color tint into dictionary and assign corresponding texture to material + string texturePath = color2TexMap[tintColor]; + Texture2D textureToAssign = (Texture2D)AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture2D)); + bool foundTexture; + SetMaterialTexture(mat, albedoProps, textureToAssign, out foundTexture); + Debug.Assert(foundTexture, "Expected material " + mat + " to have detectable texture property but none was found."); + SetMaterialColorToDefault(mat, colorProps, out foundColor); + Debug.Assert(foundColor, "Material " + mat + " had detectable material property when fetching color but not when setting color."); + } + } + } + + private Color GetColorFromMaterial(Material mat, string[] colorProperties, out bool foundColor) + { + Color color = new Color(); + for (int i = 0; i < colorProperties.Length; i++) + { + string prop = colorProperties[i]; + if (mat.HasProperty(prop)) + { + color = mat.GetColor(prop); + foundColor = true; + return color; + } + } + foundColor = false; + return color; + } + + private void SetMaterialColorToDefault(Material mat, string[] colorProps, out bool foundColor) + { + foundColor = false; + for (int i = 0; i < colorProps.Length; i++) + { + if (mat.HasProperty(colorProps[i])) + { + Color currentColor = mat.GetColor(colorProps[i]); + if (currentColor != Color.white) + { + mat.SetColor(colorProps[i], Color.white); + } + foundColor = true; + } + } + } + + private void SetMaterialTexture(Material mat, string[] albedoProps, Texture2D tex, out bool foundTexture) + { + foundTexture = false; + for (int i = 0; i < albedoProps.Length; i++) + { + if (mat.HasProperty(albedoProps[i])) + { + mat.SetTexture(albedoProps[i], tex); + foundTexture = true; + } + } + } + + private Texture GetTextureFromMaterial(Material mat, string[] texProperties, out bool foundTex) + { + Texture tex = null; + for (int i = 0; i < texProperties.Length; i++) + { + string prop = texProperties[i]; + if (mat.HasProperty(prop)) + { + tex = mat.GetTexture(prop); + foundTex = true; + return tex; + } + } + foundTex = false; + return tex; + } + + public static string BrowseOutputFolder() + { + string errorMsg; + bool success; + string path = EditorUtility.OpenFolderPanel("Browse for Output Folder", "", ""); + path = MB3_MeshBakerEditorFunctionsCore.SanitizeAndMakeFullPathRelativeToAssetsFolderAndValidate(path, out errorMsg, out success); + if (success) + { + return path; + } + else + { + Debug.LogError(errorMsg); + return null; + } + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_ColorTintTextureGenerator.cs.meta b/Assets/MeshBaker/Editor/MB3_ColorTintTextureGenerator.cs.meta new file mode 100644 index 0000000..5d2277a --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_ColorTintTextureGenerator.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: ddcca7684ef63bf4e99a0ecddc7a86ea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_ColorTintTextureGenerator.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_CreateColorTintWindow.cs b/Assets/MeshBaker/Editor/MB3_CreateColorTintWindow.cs new file mode 100644 index 0000000..d9966b5 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_CreateColorTintWindow.cs @@ -0,0 +1,274 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2024 Ian Deane +//---------------------------------------------- +using System; +using System.Collections.Generic; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace DigitalOpus.MB.MBEditor +{ + /// + /// Component that handles the UI for generating color tint textures for all materials in meshRenderers that belong to the texture baker. + /// + /// The user is able to set a folder for textures to be generated to, set generated texture size, and add or remove color and albedo texture property names + /// that will be used when searching for materials that are candidates for color tint texture generation. + /// + /// The user can see a list of all available materials under the texture baker and whether color tint textures will be generated for them or not. + /// Once the user is satisfied with this list they can generate color tint textures which will automatically be assigned to the relevant materials. + /// + /// All the logic for this window is handled in the MB3_ColorTintTextureGenerator class. + /// + namespace DigitalOpus.MB.MBEditor + { + public class MB3_CreateColorTintWindow : EditorWindow + { + public MB3_TextureBaker textureBaker; + public MB3_TextureBaker newTextureBaker; + public string folderPath = ""; + + public int texSize = 16; + [SerializeField] + public string[] colorTintList = { + "_Color", //Built-in RP + "_BaseColor", //URP and HDRP + "_ColorTint", //Commonly Used + }; + public SerializedObject colorTintWindowObject; + public SerializedProperty colorTintProperty; + + [SerializeField] + public string[] albedoMapList = { + "_MainTex", //Built-in RP + "_BaseMap", // URP + "_BaseColorMap", //HDRP + }; + + public SerializedProperty albedoMapProperty; + + private MB3_ColorTintTextureGenerator ctGen; + private bool doneGeneration = false; + private bool errorState; + private string errorMsg; + private List ctData; + private List generatedFiles; + private Vector2 scrollPos; + private static GUIContent + gc_textureBakerSelect = new GUIContent("Texture Baker", "Choose texture baker. Solid color textures will be added to materials used by the \'Objects To Be Combined\'."), + gc_folderSelectHeader = new GUIContent("Select Folder for Saving Textures:", "Must be a valid folder in the Assets folder."), + gc_folderSelectButton = new GUIContent("Browse for Output Folder", "Must be a valid folder in the Assets folder."), + gc_colorPropertyNames = new GUIContent("Color Tint Property names", + "List of color tint property names that will be seached for in the source object materials."), + gc_albedoPropertyNames = new GUIContent("Albedo Map Property names", + "This is the list of texture property names that searched for in the source object materials. If this property is empty, it will be assigned a generated solid color texture."), + gc_texSizeField = new GUIContent("Set Texture Size in Pixels (must be power of two):", "The height/width size in pixels of the color tint textures that will be generated. This field must be a power of two."), + gc_findButton = new GUIContent("Find Color Tint Textures", "Search all materials used by 'Objects To Be Combined' for empty albedo texture properties and color tint properties. No assets will be modified. Results will be reported."), + gc_generateButton = new GUIContent("Generate Color Tint Textures", "Create new solid color textures and assign them to source materials. This will modify source material assets."); + + + + [MenuItem("Window/Mesh Baker/Generate Color Tint Textures")] + public static void Open() + { + // open window + MB3_CreateColorTintWindow ctWin = (MB3_CreateColorTintWindow)EditorWindow.GetWindow(typeof(MB3_CreateColorTintWindow)); + } + + private void OnEnable() + { + colorTintWindowObject = new SerializedObject(this); + colorTintProperty = colorTintWindowObject.FindProperty("colorTintList"); + albedoMapProperty = colorTintWindowObject.FindProperty("albedoMapList"); + scrollPos = Vector2.zero; + errorState = false; + errorMsg = ""; + ctData = null; + ctGen = null; + generatedFiles = new List(); + } + + private void OnGUI() + { + //update serialized object + colorTintWindowObject.Update(); + + EditorGUILayout.HelpBox("This window finds materials used by the texture baker list of objects to be combined which have a color tint and no albedo texture. " + + "It will create solid color textures matching the color tint and assign them to the source material's albedo texture. \n\n" + + "Instructions:\n\n" + + "1. Select Texture Baker.\n\n" + + "2. Select folder where color tint textures will be saved.\n\n" + + "3. Add color tint property names or albedo map property names used by source materials.\n\n" + + "4. Set the output texture size. This must be a power of 2. The resulting texture will have height and width equal to \'size\'.\n\n" + + "5. Click \'Find Color Tint Textures\' to generate a dry-run report of affected materials and generated textures.\n\n" + + "6. Click \'Generate Color Tint Textures\' to generate solid color textures and assign them to source materials.", UnityEditor.MessageType.None); + newTextureBaker = (MB3_TextureBaker)EditorGUILayout.ObjectField(gc_textureBakerSelect, textureBaker, typeof(MB3_TextureBaker), true); + + if (newTextureBaker != null && + (newTextureBaker != textureBaker || + ctGen == null)) + { + textureBaker = newTextureBaker; + ctGen = new MB3_ColorTintTextureGenerator(textureBaker); + ctData = null; + } + + // get folder to save textures in + EditorGUILayout.BeginHorizontal(); + GUILayout.Label(gc_folderSelectHeader, EditorStyles.boldLabel); + if (GUILayout.Button(gc_folderSelectButton)) + { + errorState = false; + folderPath = MB3_ColorTintTextureGenerator.BrowseOutputFolder(); + if (folderPath == null) + { + errorState = true; + errorMsg = "Selected folder could not be found. Please select a different folder."; + } + } + EditorGUILayout.LabelField("Folder: " + folderPath); + EditorGUILayout.EndHorizontal(); + + // modifiable arrays for color and albedo property names + EditorGUILayout.PropertyField(colorTintProperty, gc_colorPropertyNames, true); + EditorGUILayout.PropertyField(albedoMapProperty, gc_albedoPropertyNames, true); + + // set texture size field + EditorGUILayout.BeginHorizontal(); + texSize = Mathf.ClosestPowerOfTwo(EditorGUILayout.IntField(gc_texSizeField, texSize)); + EditorGUILayout.EndHorizontal(); + if (texSize < 2) + { + texSize = 2; + } + + // button for enumerating materials and whether or not they will be updated + if (GUILayout.Button(gc_findButton)) + { + errorState = false; + if (ctGen == null) + { + errorState = true; + errorMsg = "Texture baker is not assigned. This operation requires a texture baker reference."; + } + else + { + try + { + generatedFiles.Clear(); + ctData = ctGen.GenerateColorTintTextures(textureBaker, ctData, folderPath, texSize, colorTintList, albedoMapList, false, out generatedFiles); + doneGeneration = false; + } + catch (Exception e) + { + errorState = true; + Debug.LogError(e.Message); + errorMsg = e.Message; + } + } + } + + // button to generate new color tint textures and update corresponding materials + if (GUILayout.Button(gc_generateButton)) + { + errorState = false; + if (ctGen == null) + { + errorState = true; + errorMsg = "Texture baker is not set. This operation requires a texture baker reference."; + } + else + { + bool response = EditorUtility.DisplayDialog("Confirm Color Texture Generation", + "Are you sure you want to generate color tint textures?\nThis will modify materials used by the Objects To Be Combined.", + "Yes", "No"); + if (response) + { + try + { + EditorUtility.DisplayProgressBar("Generate Color Tint Textures...", "", 0.5f); + ctGen.GenerateColorTintTextures(textureBaker, ctData, folderPath, texSize, colorTintList, albedoMapList, true, out generatedFiles); + doneGeneration = true; + } + catch (Exception e) + { + errorState = true; + Debug.LogError(e.Message); + errorMsg = e.Message; + } + finally + { + EditorUtility.ClearProgressBar(); + } + } + } + } + + scrollPos = EditorGUILayout.BeginScrollView(scrollPos, false, true); + { + if (errorState) + { + // if an error occurred during find or generate display it + GUIStyle errorStyle = new GUIStyle(); + errorStyle.normal.textColor = Color.red; + EditorGUILayout.LabelField("Error: " + errorMsg, errorStyle); + } + else if (doneGeneration && generatedFiles != null && generatedFiles.Count > 0) + { + // display which new files were created + EditorGUILayout.LabelField("The following textures were generated in folder", EditorStyles.boldLabel); + EditorGUILayout.LabelField(folderPath, EditorStyles.boldLabel); + EditorGUILayout.Separator(); + for (int i = 0; i < generatedFiles.Count; i++) + { + EditorGUILayout.LabelField(generatedFiles[i]); + } + } + else if (doneGeneration && (generatedFiles == null || generatedFiles.Count == 0)) + { + // notify that no new textures were generated + EditorGUILayout.LabelField("No new texture files were generated.", EditorStyles.boldLabel); + } + else if (ctData != null && ctData.Count > 0) + { + // display data for each material detected our first pass through GenerateColorTintTextures + EditorGUILayout.LabelField("Detected Materials With Color Tints & Empty Albedo Properties:", EditorStyles.boldLabel); + for (int i = 0; i < ctData.Count; i++) + { + EditorGUILayout.Separator(); + DisplayColorTintData(ctData[i]); + } + } + } + + EditorGUILayout.EndScrollView(); + colorTintWindowObject.ApplyModifiedProperties(); + } + + private void DisplayColorTintData(MB3_ColorTintTextureGenerator.ColorTintTextureData ctData) + { + StringBuilder sb = new StringBuilder(); + if (ctData.willGenerateColorTexture) + { + // display information about color texture + sb.AppendLine("Material: " + ctData.mat + " Found color tint " + ctData.colorProperty + " Color tint texture will be generated."); + } + else + { + // explain why color tint texture will not be generated + if (ctData.mat != null) + { + sb.AppendLine("Material " + ctData.mat + " had the following issues:"); + } + for (int i = 0; i < ctData.messages.Count; i++) + { + sb.AppendLine(ctData.messages[i]); + } + sb.AppendLine("Color tint texture will not be generated for this material."); + } + EditorGUILayout.LabelField(sb.ToString()); + } + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_CreateColorTintWindow.cs.meta b/Assets/MeshBaker/Editor/MB3_CreateColorTintWindow.cs.meta new file mode 100644 index 0000000..4df06be --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_CreateColorTintWindow.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: df558a29358f3c947920e07c881549c0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_CreateColorTintWindow.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_DisableHiddenAnimationsEditor.cs b/Assets/MeshBaker/Editor/MB3_DisableHiddenAnimationsEditor.cs new file mode 100644 index 0000000..0cce847 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_DisableHiddenAnimationsEditor.cs @@ -0,0 +1,19 @@ +using UnityEngine; +using System.Collections; +using UnityEditor; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + [CustomEditor(typeof(MB3_DisableHiddenAnimations))] + public class MB3_DisableHiddenAnimationsEditor : Editor + { + public override void OnInspectorGUI() + { + EditorGUILayout.HelpBox( + "HOW TO USE \n\nPlace this component on the same game object that has the combined SkinMeshRenderer " + + "\n\n Drag game objects with Animator and/or Animation components that were baked into the combined SkinnedMeshRenderer into the lists below", MessageType.Info); + DrawDefaultInspector(); + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_DisableHiddenAnimationsEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_DisableHiddenAnimationsEditor.cs.meta new file mode 100644 index 0000000..a2a388a --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_DisableHiddenAnimationsEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: e1435b73816486941b0ea827c7645cf6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_DisableHiddenAnimationsEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MBVersionConcreteEditor.cs b/Assets/MeshBaker/Editor/MB3_MBVersionConcreteEditor.cs new file mode 100644 index 0000000..ce8d8cf --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MBVersionConcreteEditor.cs @@ -0,0 +1,567 @@ +/** + * \brief Hax! DLLs cannot interpret preprocessor directives, so this class acts as a "bridge" + */ +using System; +using UnityEngine; +using UnityEditor; +using System.Collections; +using DigitalOpus.MB.Core; +using UnityEditor.Build; + +namespace DigitalOpus.MB.Core +{ + + public class MBVersionEditorConcrete : MBVersionEditorInterface + { + + /// + /// Used to map the activeBuildTarget to a string argument needed by TextureImporter.GetPlatformTextureSettings + /// The allowed values for GetPlatformTextureSettings are "Web", "Standalone", "iPhone", "Android" and "FlashPlayer". + /// + /// + public string GetPlatformString() + { +#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5) + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.iPhone){ + return "iPhone"; + } +#else + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS) + { + return "iPhone"; + } +#endif + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.WSAPlayer) + { + return "Windows Store Apps"; + } +#if (!UNITY_2018_3_OR_NEWER) + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.PSP2) + { + return "PSP2"; + } +#endif + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.PS4) + { + return "PS4"; + } + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.XboxOne) + { + return "XboxOne"; + } +#if (UNITY_2017_3_OR_NEWER) +#else + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.SamsungTV) + { + return "Samsung TV"; + } +#endif +#if (UNITY_5_5_OR_NEWER && !UNITY_2018_1_OR_NEWER) + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.N3DS) + { + return "Nintendo 3DS"; + } +#endif +#if (UNITY_5_3 || UNITY_5_2 || UNITY_5_3_OR_NEWER) +#if (UNITY_2018_1_OR_NEWER) + // wiiu support was removed in 2018.1 +#else + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.WiiU) + { + return "WiiU"; + } +#endif +#endif +#if (UNITY_5_3 || UNITY_5_3_OR_NEWER) + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.tvOS) + { + return "tvOS"; + } +#endif +#if (UNITY_2018_2_OR_NEWER) + +#else + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Tizen) + { + return "Tizen"; + } +#endif + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android) + { + return "Android"; + } + + bool isLinuxStandalone = false; +#if UNITY_2019_2_OR_NEWER + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneLinux64) + { + isLinuxStandalone = true; + } +#else + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneLinux || + EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneLinuxUniversal) + { + isLinuxStandalone = true; + } +#endif + if (isLinuxStandalone || + EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows || + EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows64 || +#if UNITY_2017_3_OR_NEWER + EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneOSX +#else + EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneOSXIntel || + EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneOSXIntel64 || + EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneOSXUniversal +#endif + ) + { + return "Standalone"; + } +#if !UNITY_5_4_OR_NEWER + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.WebPlayer || + EditorUserBuildSettings.activeBuildTarget == BuildTarget.WebPlayerStreamed + ) + { + return "Web"; + } +#endif + if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.WebGL) + { + return "WebGL"; + } + return null; + } + + public void RegisterUndo(UnityEngine.Object o, string s) + { +#if (UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5) + Undo.RegisterUndo(o, s); +#else + Undo.RecordObject(o, s); +#endif + } + + public string GetScriptingDefineSymbolsFromTg(BuildTargetGroup tg) + { +#if UNITY_2021_2_OR_NEWER + NamedBuildTarget namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(tg); + return PlayerSettings.GetScriptingDefineSymbols(namedBuildTarget); +#else + return PlayerSettings.GetScriptingDefineSymbolsForGroup(tg); +#endif + } + + public void SetInspectorLabelWidth(float width) + { +#if (UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5) + EditorGUIUtility.LookLikeControls(width); +#else + EditorGUIUtility.labelWidth = width; +#endif + } + + public void UpdateIfDirtyOrScript(SerializedObject so) + { +#if UNITY_5_6_OR_NEWER + so.UpdateIfRequiredOrScript(); +#else + so.UpdateIfDirtyOrScript(); +#endif + } + + public bool GenerateSecondaryUVSetForUnwrapping(Mesh src, UnwrapParam settings) + { +#if UNITY_2022_1_OR_NEWER + bool unwrappingSuccessful = Unwrapping.GenerateSecondaryUVSet(src, settings); + return unwrappingSuccessful; +#else + Unwrapping.GenerateSecondaryUVSet(src, settings); + return true; +#endif + } + + public UnityEngine.Object PrefabUtility_GetCorrespondingObjectFromSource(GameObject go) + { +#if UNITY_2018_2_OR_NEWER + return PrefabUtility.GetCorrespondingObjectFromSource(go); +#else + return PrefabUtility.GetPrefabParent(go); +#endif + } + + public bool IsAutoPVRTC(TextureImporterFormat platformFormat, TextureImporterFormat platformDefaultFormat) + { + if (( +#if UNITY_2017_1_OR_NEWER + platformFormat == TextureImporterFormat.Automatic +#elif UNITY_5_5_OR_NEWER + platformFormat == TextureImporterFormat.Automatic || + platformFormat == TextureImporterFormat.Automatic16bit || + platformFormat == TextureImporterFormat.AutomaticCompressed || + platformFormat == TextureImporterFormat.AutomaticCompressedHDR || + platformFormat == TextureImporterFormat.AutomaticCrunched || + platformFormat == TextureImporterFormat.AutomaticHDR +#else + platformFormat == TextureImporterFormat.Automatic16bit || + platformFormat == TextureImporterFormat.AutomaticCompressed || + platformFormat == TextureImporterFormat.AutomaticCrunched +#endif + ) && ( + platformDefaultFormat == TextureImporterFormat.PVRTC_RGB2 || + platformDefaultFormat == TextureImporterFormat.PVRTC_RGB4 || + platformDefaultFormat == TextureImporterFormat.PVRTC_RGBA2 || + platformDefaultFormat == TextureImporterFormat.PVRTC_RGBA4 + )) + { + return true; + } + return false; + } + + public MB_PrefabType PrefabUtility_GetPrefabType(UnityEngine.Object obj) + { +#if UNITY_2018_3_OR_NEWER + if (PrefabUtility.IsPartOfNonAssetPrefabInstance(obj)) + { + return MB_PrefabType.scenePefabInstance; + } + + if (!PrefabUtility.IsPartOfAnyPrefab(obj)) + { + return MB_PrefabType.isInstanceAndNotAPartOfAnyPrefab; + } + + PrefabAssetType assetType = PrefabUtility.GetPrefabAssetType(obj); + if (assetType == PrefabAssetType.NotAPrefab) + { + if (PrefabUtility.GetPrefabInstanceStatus(obj) != PrefabInstanceStatus.NotAPrefab) + { + return MB_PrefabType.isInstanceAndNotAPartOfAnyPrefab; + } + else + { + return MB_PrefabType.scenePefabInstance; + } + } + else if (assetType == PrefabAssetType.Model) + { + return MB_PrefabType.modelPrefabAsset; + } + else if (assetType == PrefabAssetType.Regular || + assetType == PrefabAssetType.Variant || + assetType == PrefabAssetType.MissingAsset) + { + return MB_PrefabType.prefabAsset; + } + else + { + Debug.Assert(false, "Should never get here. Unknown prefab asset type."); + return MB_PrefabType.isInstanceAndNotAPartOfAnyPrefab; + } +#else + PrefabType prefabType = PrefabUtility.GetPrefabType(obj); + if (prefabType == PrefabType.ModelPrefab) + { + return MB_PrefabType.modelPrefabAsset; + } else if (prefabType == PrefabType.Prefab) + { + return MB_PrefabType.prefabAsset; + } else if (prefabType == PrefabType.PrefabInstance || prefabType == PrefabType.ModelPrefabInstance) + { + return MB_PrefabType.scenePefabInstance; + } else + { + return MB_PrefabType.isInstanceAndNotAPartOfAnyPrefab; + } +#endif + } + + public void PrefabUtility_UnpackPrefabInstance(UnityEngine.GameObject go, ref SerializedObject so) + { +#if UNITY_2018_3_OR_NEWER + UnityEngine.Object targetObj = null; + if (so != null) targetObj = so.targetObject; + PrefabUtility.UnpackPrefabInstance(go, PrefabUnpackMode.OutermostRoot, InteractionMode.AutomatedAction); + + // This is a workaround for a nasty Unity bug. The call to UnpackPrefabInstance + // corrupts the serialized object, Recreate a clean reference here. + if (so != null) so = new SerializedObject(targetObj); +#else + // Do nothing. +#endif + } + + public void PrefabUtility_ReplacePrefab(GameObject gameObject, string assetPath, MB_ReplacePrefabOption replacePrefabOptions) + { +#if UNITY_2018_3_OR_NEWER + PrefabUtility.SaveAsPrefabAssetAndConnect(gameObject, assetPath, InteractionMode.AutomatedAction); +#else + GameObject obj = (GameObject) AssetDatabase.LoadAssetAtPath(assetPath, typeof(GameObject)); + PrefabUtility.ReplacePrefab(gameObject, obj, (ReplacePrefabOptions) replacePrefabOptions); + obj = (GameObject)AssetDatabase.LoadAssetAtPath(assetPath, typeof(GameObject)); + if (replacePrefabOptions == MB_ReplacePrefabOption.nameBased) + { + PrefabUtility.ConnectGameObjectToPrefab(gameObject, obj); + } +#endif + } + + public GameObject PrefabUtility_GetPrefabInstanceRoot(GameObject sceneInstance) + { +#if UNITY_2018_3_OR_NEWER + return PrefabUtility.GetOutermostPrefabInstanceRoot(sceneInstance); +#else + return PrefabUtility.FindRootGameObjectWithSameParentPrefab(sceneInstance); +#endif + } + + public TextureImporterFormat Map_TextureFormat_2_TextureImporterFormat(TextureFormat texFormat, out bool success) + { + TextureImporterFormat texImporterFormat; + success = true; + switch (texFormat) + { + case TextureFormat.ARGB32: + texImporterFormat = TextureImporterFormat.ARGB32; + break; + case TextureFormat.RGBA32: + texImporterFormat = TextureImporterFormat.RGBA32; + break; + case TextureFormat.RGB24: + texImporterFormat = TextureImporterFormat.RGB24; + break; + case TextureFormat.Alpha8: + texImporterFormat = TextureImporterFormat.Alpha8; + break; + +#if UNITY_2020_1_OR_NEWER + case TextureFormat.ASTC_10x10: + texImporterFormat = TextureImporterFormat.ASTC_10x10; + break; + case TextureFormat.ASTC_12x12: + texImporterFormat = TextureImporterFormat.ASTC_12x12; + break; + case TextureFormat.ASTC_4x4: + texImporterFormat = TextureImporterFormat.ASTC_4x4; + break; + case TextureFormat.ASTC_5x5: + texImporterFormat = TextureImporterFormat.ASTC_5x5; + break; + case TextureFormat.ASTC_6x6: + texImporterFormat = TextureImporterFormat.ASTC_6x6; + break; + case TextureFormat.ASTC_8x8: + texImporterFormat = TextureImporterFormat.ASTC_8x8; + break; +#else + case TextureFormat.ASTC_RGBA_10x10: + texImporterFormat = TextureImporterFormat.ASTC_RGBA_10x10; + break; + case TextureFormat.ASTC_RGBA_12x12: + texImporterFormat = TextureImporterFormat.ASTC_RGBA_12x12; + break; + case TextureFormat.ASTC_RGBA_4x4: + texImporterFormat = TextureImporterFormat.ASTC_RGBA_4x4; + break; + case TextureFormat.ASTC_RGBA_5x5: + texImporterFormat = TextureImporterFormat.ASTC_RGBA_5x5; + break; + case TextureFormat.ASTC_RGBA_6x6: + texImporterFormat = TextureImporterFormat.ASTC_RGBA_6x6; + break; + case TextureFormat.ASTC_RGBA_8x8: + texImporterFormat = TextureImporterFormat.ASTC_RGBA_8x8; + break; + + case TextureFormat.ASTC_RGB_10x10: + texImporterFormat = TextureImporterFormat.ASTC_RGB_10x10; + break; + case TextureFormat.ASTC_RGB_12x12: + texImporterFormat = TextureImporterFormat.ASTC_RGB_12x12; + break; + case TextureFormat.ASTC_RGB_4x4: + texImporterFormat = TextureImporterFormat.ASTC_RGB_4x4; + break; + case TextureFormat.ASTC_RGB_5x5: + texImporterFormat = TextureImporterFormat.ASTC_RGB_5x5; + break; + case TextureFormat.ASTC_RGB_6x6: + texImporterFormat = TextureImporterFormat.ASTC_RGB_6x6; + break; + case TextureFormat.ASTC_RGB_8x8: + texImporterFormat = TextureImporterFormat.ASTC_RGB_8x8; + break; +#endif + case TextureFormat.BC4: + texImporterFormat = TextureImporterFormat.BC4; + break; + case TextureFormat.BC5: + texImporterFormat = TextureImporterFormat.BC5; + break; + case TextureFormat.BC6H: + texImporterFormat = TextureImporterFormat.BC6H; + break; + case TextureFormat.BC7: + texImporterFormat = TextureImporterFormat.BC7; + break; + + case TextureFormat.DXT1: + texImporterFormat = TextureImporterFormat.DXT1; + break; + case TextureFormat.DXT1Crunched: + texImporterFormat = TextureImporterFormat.DXT1Crunched; + break; + case TextureFormat.DXT5: + texImporterFormat = TextureImporterFormat.DXT5; + break; + case TextureFormat.DXT5Crunched: + texImporterFormat = TextureImporterFormat.DXT5Crunched; + break; + + case TextureFormat.EAC_R: + texImporterFormat = TextureImporterFormat.EAC_R; + break; + case TextureFormat.EAC_RG: + texImporterFormat = TextureImporterFormat.EAC_RG; + break; + case TextureFormat.EAC_RG_SIGNED: + texImporterFormat = TextureImporterFormat.EAC_RG_SIGNED; + break; + case TextureFormat.EAC_R_SIGNED: + texImporterFormat = TextureImporterFormat.EAC_R_SIGNED; + break; + + case TextureFormat.ETC_RGB4: + texImporterFormat = TextureImporterFormat.ETC_RGB4; + break; +#if UNITY_2017_3_OR_NEWER + case TextureFormat.ETC_RGB4Crunched: + texImporterFormat = TextureImporterFormat.ETC_RGB4Crunched; + break; +#endif + case TextureFormat.ETC2_RGB: + texImporterFormat = TextureImporterFormat.ETC2_RGB4; + break; + case TextureFormat.ETC2_RGBA8: + texImporterFormat = TextureImporterFormat.ETC2_RGBA8; + break; +#if UNITY_2017_3_OR_NEWER + case TextureFormat.ETC2_RGBA8Crunched: + texImporterFormat = TextureImporterFormat.ETC2_RGBA8Crunched; + break; +#endif + case TextureFormat.PVRTC_RGB2: + texImporterFormat = TextureImporterFormat.PVRTC_RGB2; + break; + case TextureFormat.PVRTC_RGB4: + texImporterFormat = TextureImporterFormat.PVRTC_RGB4; + break; + case TextureFormat.PVRTC_RGBA2: + texImporterFormat = TextureImporterFormat.PVRTC_RGBA2; + break; + case TextureFormat.PVRTC_RGBA4: + texImporterFormat = TextureImporterFormat.PVRTC_RGBA4; + break; +#if UNITY_2018_3_OR_NEWER + case TextureFormat.R16: + texImporterFormat = TextureImporterFormat.R16; + break; +#endif +#if UNITY_2018_2_OR_NEWER + case TextureFormat.R8: + texImporterFormat = TextureImporterFormat.R8; + break; +#endif +#if UNITY_2018_3_OR_NEWER + case TextureFormat.RFloat: + texImporterFormat = TextureImporterFormat.RFloat; + break; +#endif +#if UNITY_2018_3_OR_NEWER + case TextureFormat.RG16: + texImporterFormat = TextureImporterFormat.RG16; + break; +#endif +#if UNITY_2018_3_OR_NEWER + case TextureFormat.RGB9e5Float: + texImporterFormat = TextureImporterFormat.RGB9E5; + break; +#endif +#if UNITY_2018_3_OR_NEWER + case TextureFormat.RGHalf: + texImporterFormat = TextureImporterFormat.RGHalf; + break; +#endif +#if UNITY_2018_3_OR_NEWER + case TextureFormat.RGFloat: + texImporterFormat = TextureImporterFormat.RGFloat; + break; +#endif +#if UNITY_2018_3_OR_NEWER + case TextureFormat.RHalf: + texImporterFormat = TextureImporterFormat.RHalf; + break; +#endif + default: + texImporterFormat = TextureImporterFormat.ARGB32; + success = false; + Debug.LogError("No mapping for TextureFormat: " + texFormat + " to a TextureImporterFormat. "); + break; + } + + return texImporterFormat; + } + + public void PrefabUtility_SavePrefabAsset(GameObject prefabAsset) + { +#if UNITY_2018_3_OR_NEWER + PrefabUtility.SavePrefabAsset(prefabAsset); +#endif + } + + public void PrefabUtility_ApplyPrefabInstance(GameObject instance) + { +#if UNITY_2018_3_OR_NEWER + PrefabUtility.ApplyPrefabInstance(instance, InteractionMode.AutomatedAction); +#else + PropertyModification[] mods = PrefabUtility.GetPropertyModifications(instance); + PrefabUtility.SetPropertyModifications(instance, mods); +#endif + } + + public GameObject PrefabUtility_CreatePrefab(string path, GameObject go) + { +#if UNITY_2018_3_OR_NEWER + return PrefabUtility.SaveAsPrefabAsset(go, path); +#else + return PrefabUtility.CreatePrefab(path, go); +#endif + } + + public GameObject PrefabUtility_FindPrefabRoot(GameObject sourceObj) + { +#if UNITY_2018_3_OR_NEWER + if (sourceObj == null) return null; + if (MB_Utility.IsSceneInstance(sourceObj)) + { + return PrefabUtility.GetOutermostPrefabInstanceRoot(sourceObj); + } else + { + return sourceObj.transform.root.gameObject; + } +#else + return PrefabUtility.FindPrefabRoot(sourceObj); +#endif + } + + public GameObject GetCorrespondingObjectFromSource(GameObject sourceObj) + { +#if UNITY_2018_3_OR_NEWER + return PrefabUtility.GetCorrespondingObjectFromSource(sourceObj); +#else + return (GameObject) PrefabUtility.GetPrefabParent(sourceObj); +#endif + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/MB3_MBVersionConcreteEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_MBVersionConcreteEditor.cs.meta new file mode 100644 index 0000000..3d2beb4 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MBVersionConcreteEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 86e7cea5d902c1647b14db77b02f967e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MBVersionConcreteEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditor.cs b/Assets/MeshBaker/Editor/MB3_MeshBakerEditor.cs new file mode 100644 index 0000000..7803f2b --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditor.cs @@ -0,0 +1,104 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Specialized; +using System.Collections.Generic; +using System.Text.RegularExpressions; + +using DigitalOpus.MB.Core; +using UnityEditor; + +namespace DigitalOpus.MB.MBEditor +{ + [CustomEditor(typeof(MB3_MeshBaker))] + [CanEditMultipleObjects] + public class MB3_MeshBakerEditor : Editor + { + MB3_MeshBakerEditorInternal mbe = new MB3_MeshBakerEditorInternal(); + + [MenuItem("GameObject/Create Other/Mesh Baker/TextureBaker and MeshBaker", false, 100)] + public static GameObject CreateNewMeshBaker() + { + MB3_TextureBaker[] mbs = (MB3_TextureBaker[]) MBVersion.FindSceneObjectsOfType(typeof(MB3_TextureBaker)); + Regex regex = new Regex(@"\((\d+)\)$", RegexOptions.Compiled | RegexOptions.CultureInvariant); + int largest = 0; + try + { + for (int i = 0; i < mbs.Length; i++) + { + Match match = regex.Match(mbs[i].name); + if (match.Success) + { + int val = Convert.ToInt32(match.Groups[1].Value); + if (val >= largest) + largest = val + 1; + } + } + } + catch (Exception e) + { + if (e == null) e = null; //Do nothing supress compiler warning + } + GameObject nmb = new GameObject("TextureBaker (" + largest + ")"); + nmb.transform.position = Vector3.zero; + MB3_TextureBaker tb = nmb.AddComponent(); + tb.packingAlgorithm = MB2_PackingAlgorithmEnum.MeshBakerTexturePacker; + MB3_MeshBakerGrouper mbg = nmb.AddComponent(); + GameObject meshBaker = new GameObject("MeshBaker"); + MB3_MeshBaker mb = meshBaker.AddComponent(); + meshBaker.transform.parent = nmb.transform; + mb.meshCombiner.settingsHolder = mbg; + return nmb.gameObject; + } + + [MenuItem("GameObject/Create Other/Mesh Baker/MeshBaker", false, 100)] + public static GameObject CreateNewMeshBakerOnly() + { + MB3_MeshBaker[] mbs = (MB3_MeshBaker[]) MBVersion.FindSceneObjectsOfType(typeof(MB3_MeshBaker)); + Regex regex = new Regex(@"\((\d+)\)$", RegexOptions.Compiled | RegexOptions.CultureInvariant); + int largest = 0; + try + { + for (int i = 0; i < mbs.Length; i++) + { + Match match = regex.Match(mbs[i].name); + if (match.Success) + { + int val = Convert.ToInt32(match.Groups[1].Value); + if (val >= largest) + largest = val + 1; + } + } + } + catch (Exception e) + { + if (e == null) e = null; //Do nothing supress compiler warning + } + GameObject meshBaker = new GameObject("MeshBaker (" + largest + ")"); + meshBaker.AddComponent(); + return meshBaker.gameObject; + } + + void OnEnable() + { + mbe.OnEnable(serializedObject); + } + + void OnDisable() + { + mbe.OnDisable(); + } + + public override void OnInspectorGUI() + { + mbe.OnInspectorGUI(serializedObject, (MB3_MeshBakerCommon)target, targets, typeof(MB3_MeshBakerEditorWindow)); + } + + + } +} diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_MeshBakerEditor.cs.meta new file mode 100644 index 0000000..88b321c --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: d0de7b6551ddaeb4091cb0d096f8963b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MeshBakerEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorFunctions.cs b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorFunctions.cs new file mode 100644 index 0000000..5cbe78d --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorFunctions.cs @@ -0,0 +1,370 @@ +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Specialized; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using DigitalOpus.MB.Core; +using UnityEditor; +using DigitalOpus.MB.MBEditor; + + +namespace DigitalOpus.MB.MBEditor +{ + public static class MB3_MeshBakerEditorFunctions + { + /// + /// Used by UnityEditorInspectors for background colors + /// + public static Texture2D MakeTex(int width, int height, Color col) + { + Color[] pix = new Color[width * height]; + + for (int i = 0; i < pix.Length; i++) + pix[i] = col; + + Texture2D result = new Texture2D(width, height); + result.SetPixels(pix); + result.Apply(); + + return result; + } + + public static bool BakeIntoCombined(MB3_MeshBakerCommon mom, out bool createdDummyTextureBakeResults) + { + SerializedObject so = null; + return BakeIntoCombined(mom, out createdDummyTextureBakeResults, ref so); + } + + /// + /// Bakes a combined mesh. + /// + /// If this is being called from Inspector code then pass in the SerializedObject for the component. + /// This is necessary for "bake into prefab" which can corrupt the SerializedObject. + public static bool BakeIntoCombined(MB3_MeshBakerCommon mom, out bool createdDummyTextureBakeResults, ref SerializedObject so) + { + MB2_OutputOptions prefabOrSceneObject = mom.meshCombiner.outputOption; + createdDummyTextureBakeResults = false; + + // Initial Validate + { + if (mom.meshCombiner.resultSceneObject != null && + (MBVersionEditor.PrefabUtility_GetPrefabType(mom.meshCombiner.resultSceneObject) == MB_PrefabType.modelPrefabAsset || + MBVersionEditor.PrefabUtility_GetPrefabType(mom.meshCombiner.resultSceneObject) == MB_PrefabType.prefabAsset)) + { + Debug.LogWarning("Result Game Object was a project asset not a scene object instance. Clearing this field."); + mom.meshCombiner.resultSceneObject = null; + } + + if (prefabOrSceneObject != MB2_OutputOptions.bakeIntoPrefab && prefabOrSceneObject != MB2_OutputOptions.bakeIntoSceneObject) + { + Debug.LogError("Paramater prefabOrSceneObject must be bakeIntoPrefab or bakeIntoSceneObject"); + return false; + } + + if (prefabOrSceneObject == MB2_OutputOptions.bakeIntoPrefab) + { + if (MB3_MeshCombiner.EVAL_VERSION) + { + Debug.LogError("Cannot BakeIntoPrefab with evaluation version."); + return false; + } + + if (mom.resultPrefab == null) + { + Debug.LogError("Need to set the Combined Mesh Prefab field. Create a prefab asset, drag an empty game object into it, and drag it to the 'Combined Mesh Prefab' field."); + return false; + } + + string prefabPth = AssetDatabase.GetAssetPath(mom.resultPrefab); + if (prefabPth == null || prefabPth.Length == 0) + { + Debug.LogError("Could not save result to prefab. Result Prefab value is not a project asset. Is it an instance in the scene?"); + return false; + } + } + } + + { + // Find or create texture bake results + MB3_TextureBaker tb = mom.GetComponentInParent(); + if (mom.textureBakeResults == null && tb != null) + { + mom.textureBakeResults = tb.textureBakeResults; + } + + if (mom.textureBakeResults == null) + { + if (_OkToCreateDummyTextureBakeResult(mom)) + { + createdDummyTextureBakeResults = true; + List gos = mom.GetObjectsToCombine(); + if (mom.GetNumObjectsInCombined() > 0) + { + if (mom.meshCombiner.clearBuffersAfterBake) { mom.ClearMesh(); } + else + { + Debug.LogError("'Texture Bake Result' must be set to add more objects to a combined mesh that already contains objects. Try enabling 'clear buffers after bake'"); + return false; + } + } + mom.textureBakeResults = MB2_TextureBakeResults.CreateForMaterialsOnRenderer(gos.ToArray(), mom.meshCombiner.GetMaterialsOnTargetRenderer()); + if (mom.meshCombiner.LOG_LEVEL >= MB2_LogLevel.debug) { Debug.Log("'Texture Bake Result' was not set. Creating a temporary one. Each material will be mapped to a separate submesh."); } + } + } + } + + // Second level of validation now that TextureBakeResults exists. + MB2_ValidationLevel vl = Application.isPlaying ? MB2_ValidationLevel.quick : MB2_ValidationLevel.robust; + if (!MB3_MeshBakerRoot.DoCombinedValidate(mom, MB_ObjsToCombineTypes.sceneObjOnly, new MB3_EditorMethods(), vl)) + { + return false; + } + + // Add Delete Game Objects + bool success; + try + { + if (prefabOrSceneObject == MB2_OutputOptions.bakeIntoSceneObject) + { + success = _BakeIntoCombinedSceneObject(mom, createdDummyTextureBakeResults, ref so); + } + else if (prefabOrSceneObject == MB2_OutputOptions.bakeIntoPrefab) + { + success = _BakeIntoCombinedPrefab(mom, createdDummyTextureBakeResults, ref so); + } + else + { + Debug.LogError("Should be impossible."); + success = false; + } + } + catch + { + success = false; + throw; + } + finally + { + mom.meshCombiner.Dispose(); + } + + if (createdDummyTextureBakeResults) MB_Utility.Destroy(mom.textureBakeResults); + return success; + } + + private static bool _BakeIntoCombinedSceneObject(MB3_MeshBakerCommon mom, bool createdDummyTextureBakeResults, ref SerializedObject so) + { + bool success; + mom.ClearMesh(); + if (mom.AddDeleteGameObjects(mom.GetObjectsToCombine().ToArray(), null, false) && + mom.Apply(MB3_MeshBakerEditorFunctionsCore.UnwrapUV2)) + { + success = true; + if (createdDummyTextureBakeResults) + { + Debug.Log(String.Format("Successfully baked {0} meshes each material is mapped to its own submesh.", mom.GetObjectsToCombine().Count)); + } + else + { + Debug.Log(String.Format("Successfully baked {0} meshes", mom.GetObjectsToCombine().Count)); + } + } + else + { + success = false; + } + + return success; + } + + private static bool _BakeIntoCombinedPrefab(MB3_MeshBakerCommon mom, bool createdDummyTextureBakeResults, ref SerializedObject so) + { + bool success = false; + + List tempPrefabInstanceRoots = null; + GameObject[] objsToCombine = mom.GetObjectsToCombine().ToArray(); + if (mom.meshCombiner.settings.renderType == MB_RenderType.skinnedMeshRenderer) + { + tempPrefabInstanceRoots = new List(); + // We are going to move bones of source objs and transforms into our combined mesh prefab so make some duplicates + // so that we don't destroy a setup. + MB3_MeshBakerEditorFunctionsCore._DuplicateSrcObjectInstancesAndUnpack(mom.meshCombiner.settings.renderType, objsToCombine, tempPrefabInstanceRoots); + } + try + { + MB3_EditorMethods editorMethods = new MB3_EditorMethods(); + mom.ClearMesh(editorMethods); + if (mom.AddDeleteGameObjects(objsToCombine, null, false)) + { + success = true; + mom.Apply(MB3_MeshBakerEditorFunctionsCore.UnwrapUV2); + + + if (createdDummyTextureBakeResults) + { + Debug.Log(String.Format("Successfully baked {0} meshes each material is mapped to its own submesh.", mom.GetObjectsToCombine().Count)); + } + else + { + Debug.Log(String.Format("Successfully baked {0} meshes", mom.GetObjectsToCombine().Count)); + } + + string prefabPth = AssetDatabase.GetAssetPath(mom.resultPrefab); + if (prefabPth == null || prefabPth.Length == 0) + { + Debug.LogError("Could not save result to prefab. Result Prefab value is not an Asset."); + success = false; + } + else + { + string baseName = Path.GetFileNameWithoutExtension(prefabPth); + string folderPath = prefabPth.Substring(0, prefabPth.Length - baseName.Length - 7); + string newFilename = folderPath + baseName + "-mesh"; + SaveMeshsToAssetDatabase(mom, folderPath, newFilename); + RebuildPrefab(mom, ref so, mom.resultPrefabLeaveInstanceInSceneAfterBake, tempPrefabInstanceRoots, objsToCombine); + } + } + else + { + success = false; + } + + } + catch + { + throw; + } + finally + { + // Clean up temporary created instances. If success was true then they should have been added to a prefab + // and cleaned up for us. + if (success == false) + { + if (tempPrefabInstanceRoots != null) + { + for (int i = 0; i < tempPrefabInstanceRoots.Count; i++) + { + MB_Utility.Destroy(tempPrefabInstanceRoots[i]); + } + } + } + } + + return success; + } + + public static bool _OkToCreateDummyTextureBakeResult(MB3_MeshBakerCommon mom) + { + List objsToMesh = mom.GetObjectsToCombine(); + if (objsToMesh.Count == 0) + return false; + return true; + } + + public static void SaveMeshsToAssetDatabase(MB3_MeshBakerCommon mom, string folderPath, string newFileNameBase) + { + if (MB3_MeshCombiner.EVAL_VERSION) return; + if (mom is MB3_MeshBaker) + { + MB3_MeshBaker mb = (MB3_MeshBaker)mom; + string newFilename = newFileNameBase + ".asset"; + string ap = AssetDatabase.GetAssetPath(((MB3_MeshCombinerSingle)mb.meshCombiner).GetMesh()); + if (ap == null || ap.Equals("")) + { + Debug.Log("Saving mesh asset to " + newFilename); + AssetDatabase.CreateAsset(((MB3_MeshCombinerSingle)mb.meshCombiner).GetMesh(), newFilename); + } + else + { + Debug.Log("Mesh is an existing asset at " + ap); + } + } + else if (mom is MB3_MultiMeshBaker) + { + MB3_MultiMeshBaker mmb = (MB3_MultiMeshBaker)mom; + List combiners = ((MB3_MultiMeshCombiner)mmb.meshCombiner).meshCombiners; + for (int i = 0; i < combiners.Count; i++) + { + string newFilename = newFileNameBase + i + ".asset"; + Mesh mesh = combiners[i].combinedMesh.GetMesh(); + string ap = AssetDatabase.GetAssetPath(mesh); + if (ap == null || ap.Equals("")) + { + Debug.Log("Saving mesh asset to " + newFilename); + AssetDatabase.CreateAsset(mesh, newFilename); + } + else + { + Debug.Log("Mesh is an asset at " + ap); + } + } + } + else + { + Debug.LogError("Argument was not a MB3_MeshBaker or an MB3_MultiMeshBaker."); + } + } + + // The serialized object reference is necessary to work around a nasty unity bug. + public static GameObject RebuildPrefab(MB3_MeshBakerCommon mom, ref SerializedObject so, bool leaveInstanceInSceneAfterBake, List tempPrefabInstanceRoots, GameObject[] objsToCombine) + { + if (MB3_MeshCombiner.EVAL_VERSION) return null; + + if (mom.meshCombiner.LOG_LEVEL >= MB2_LogLevel.debug) Debug.Log("Rebuilding Prefab: " + mom.resultPrefab); + GameObject prefabRoot = mom.resultPrefab; + GameObject instanceRootGO = mom.meshCombiner.resultSceneObject; + /* + GameObject instanceRootGO = (GameObject)PrefabUtility.InstantiatePrefab(prefabRoot); + instanceRootGO.transform.position = Vector3.zero; + instanceRootGO.transform.rotation = Quaternion.identity; + instanceRootGO.transform.localScale = Vector3.one; + + //remove everything in the prefab. + + MBVersionEditor.UnpackPrefabInstance(instanceRootGO, ref so); + int numChildren = instanceRootGO.transform.childCount; + for (int i = numChildren - 1; i >= 0; i--) + { + MB_Utility.Destroy(instanceRootGO.transform.GetChild(i).gameObject); + } + + if (mom is MB3_MeshBaker) + { + MB3_MeshBaker mb = (MB3_MeshBaker)mom; + MB3_MeshCombinerSingle mbs = (MB3_MeshCombinerSingle)mb.meshCombiner; + MB3_MeshCombinerSingle.BuildPrefabHierarchy(mbs, instanceRootGO, mbs.GetMesh()); + } + else if (mom is MB3_MultiMeshBaker) + { + MB3_MultiMeshBaker mmb = (MB3_MultiMeshBaker)mom; + MB3_MultiMeshCombiner mbs = (MB3_MultiMeshCombiner)mmb.meshCombiner; + for (int i = 0; i < mbs.meshCombiners.Count; i++) + { + MB3_MeshCombinerSingle.BuildPrefabHierarchy(mbs.meshCombiners[i].combinedMesh, instanceRootGO, mbs.meshCombiners[i].combinedMesh.GetMesh(), true); + } + } + else + { + Debug.LogError("Argument was not a MB3_MeshBaker or an MB3_MultiMeshBaker."); + } + */ + + if (mom.meshCombiner.settings.renderType == MB_RenderType.skinnedMeshRenderer) + { + MB3_MeshBakerEditorFunctionsCore._MoveBonesToCombinedMeshPrefabAndDeleteRenderers(instanceRootGO.transform, tempPrefabInstanceRoots, objsToCombine); + } + + string prefabPth = AssetDatabase.GetAssetPath(prefabRoot); + MBVersionEditor.PrefabUtility_ReplacePrefab(instanceRootGO, prefabPth, MB_ReplacePrefabOption.connectToPrefab); + mom.resultPrefab = AssetDatabase.LoadAssetAtPath(prefabPth); + if (!leaveInstanceInSceneAfterBake) + { + Editor.DestroyImmediate(instanceRootGO); + } + + return instanceRootGO; + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorFunctions.cs.meta b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorFunctions.cs.meta new file mode 100644 index 0000000..c3d6a8e --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorFunctions.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: d79478bd8098cb741ba334439ac504b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MeshBakerEditorFunctions.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorInternal.cs b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorInternal.cs new file mode 100644 index 0000000..e83ad5e --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorInternal.cs @@ -0,0 +1,712 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; +using UnityEditor; + + + +namespace DigitalOpus.MB.MBEditor +{ + + public interface MB3_MeshBakerEditorWindowInterface + { + MonoBehaviour target + { + get; + set; + } + } + + public class MB_EditorStyles + { + + public GUIStyle multipleMaterialBackgroundStyle = new GUIStyle(); + public GUIStyle multipleMaterialBackgroundStyleDarker = new GUIStyle(); + public GUIStyle editorBoxBackgroundStyle = new GUIStyle(); + + Texture2D multipleMaterialBackgroundColor; + Texture2D multipleMaterialBackgroundColorDarker; + Texture2D editorBoxBackgroundColor; + + public void Init() + { + bool isPro = EditorGUIUtility.isProSkin; + Color backgroundColor = isPro + ? new Color32(35, 35, 35, 255) + : new Color32(174, 174, 174, 255); + if (multipleMaterialBackgroundColor == null) + { + multipleMaterialBackgroundColor = MB3_MeshBakerEditorFunctions.MakeTex(8, 8, backgroundColor); + } + + backgroundColor = isPro + ? new Color32(50, 50, 50, 255) + : new Color32(160, 160, 160, 255); + if (multipleMaterialBackgroundColorDarker == null) + { + multipleMaterialBackgroundColorDarker = MB3_MeshBakerEditorFunctions.MakeTex(8, 8, backgroundColor); + } + + backgroundColor = isPro + ? new Color32(35, 35, 35, 255) + : new Color32(174, 174, 174, 255); + + multipleMaterialBackgroundStyle.normal.background = multipleMaterialBackgroundColor; + multipleMaterialBackgroundStyleDarker.normal.background = multipleMaterialBackgroundColorDarker; + + if (editorBoxBackgroundColor == null) + { + editorBoxBackgroundColor = MB3_MeshBakerEditorFunctions.MakeTex(8, 8, backgroundColor); + } + + editorBoxBackgroundStyle.normal.background = editorBoxBackgroundColor; + editorBoxBackgroundStyle.border = new RectOffset(0, 0, 0, 0); + editorBoxBackgroundStyle.margin = new RectOffset(5, 5, 5, 5); + editorBoxBackgroundStyle.padding = new RectOffset(10, 10, 10, 10); + } + + public void DestroyTextures() + { + if (multipleMaterialBackgroundColor != null) GameObject.DestroyImmediate(multipleMaterialBackgroundColor); + if (multipleMaterialBackgroundColorDarker != null) GameObject.DestroyImmediate(multipleMaterialBackgroundColorDarker); + if (editorBoxBackgroundColor != null) GameObject.DestroyImmediate(editorBoxBackgroundColor); + } + } + + public class MB3_MeshBakerEditorInternal + { + //add option to exclude skinned mesh renderer and mesh renderer in filter + //example scenes for multi material + private static GUIContent + gc_outputOptoinsGUIContent = new GUIContent("Output"), + gc_logLevelContent = new GUIContent("Log Level"), + gc_openToolsWindowLabelContent = new GUIContent("Open Tools For Adding Objects", "Use these tools to find out what can be combined, discover problems with meshes, and quickly add objects."), + gc_parentSceneObject = new GUIContent("Parent Scene Object (Optional)", "Must be a scene object. If set, then combined meshes will be added as children of this GameObject in the hierarchy."), + gc_resultPrefabLeaveInstanceInSceneAfterBake = new GUIContent("Leave Instance In Scene After Bake", "If checked, then an instance will be left in the scene after baking. Otherwise scene instance will be deleted after prefab is baked."), + gc_objectsToCombineGUIContent = new GUIContent("Custom List Of Objects To Be Combined", "You can add objects here that were not on the list in the MB3_TextureBaker as long as they use a material that is in the Texture Bake Results"), + gc_textureBakeResultsGUIContent = new GUIContent("Texture Bake Result", "When materials are combined a MB2_TextureBakeResult Asset is generated. Drag that Asset to this field to use the combined material."), + gc_useTextureBakerObjsGUIContent = new GUIContent("Same As Texture Baker", "Build a combined mesh using the same list of objects that generated the Combined Material"), + gc_combinedMeshPrefabGUIContent = new GUIContent("Combined Mesh Prefab", "Create a new prefab asset and drag an empty game object to it. Drag the prefab asset here."), + gc_SortAlongAxis = new GUIContent("SortAlongAxis", "Transparent materials often require that triangles be rendered in a certain order. This will sort Game Objects along the specified axis. Triangles will be added to the combined mesh in this order."), + gc_combinedMesh = new GUIContent("Mesh", "This is the Mesh used by this MeshBaker and assigned to the combined Renderer.\n\n" + + "If it is null, then a new Mesh will be created for the next bake.\n\n" + + "If it is a project folder asset, then that asset will be overwitten (changes may be reverted if the scene is not saved).\n\n" + + "If you are re-using the same MeshBaker to bake different combined meshes, set this to null before each new bake. If you don't, then each bake will overwrite the previous bake's mesh."), + gc_saveMeshAsAsset = new GUIContent("Save Mesh", "Saves the mesh as an asset in the Project folder. " + + "If this button is enabled, then the mesh only exists in this scene. " + + "It cannot be used in other scenes. "), + gc_Settings = new GUIContent("Use Shared Settings", "Different MeshBakers can share the same settings. If this field is None, then the settings below will be used. " + + "Assign one of the following:\n" + + " - Mesh Baker Settings project asset \n" + + " - Mesh Baker Grouper scene instance \n"); + + + + private SerializedObject meshBaker; + private SerializedProperty logLevel, combiner, outputOptions, textureBakeResults, useObjsToMeshFromTexBaker, objsToMesh, mesh, sortOrderAxis, parentSceneObject, resultPrefabLeaveInstanceInSceneAfterBake; + + private SerializedProperty settingsHolder; + + private MB_MeshBakerSettingsEditor meshBakerSettingsThis; + private MB_MeshBakerSettingsEditor meshBakerSettingsExternal; + + bool showInstructions = false; + bool showContainsReport = true; + + private int objsToBeCombined_CurrentPage = 1; + private int objsToBecombined_NumPerPage = 50; + + MB_EditorStyles editorStyles = new MB_EditorStyles(); + + Color buttonColor = new Color(.8f, .8f, 1f, 1f); + void _init(SerializedObject mb) + { + this.meshBaker = mb; + objsToMesh = meshBaker.FindProperty("objsToMesh"); + combiner = meshBaker.FindProperty("_meshCombiner"); + parentSceneObject = meshBaker.FindProperty("parentSceneObject"); + resultPrefabLeaveInstanceInSceneAfterBake = meshBaker.FindProperty("resultPrefabLeaveInstanceInSceneAfterBake"); + logLevel = combiner.FindPropertyRelative("_LOG_LEVEL"); + outputOptions = combiner.FindPropertyRelative("_outputOption"); + useObjsToMeshFromTexBaker = meshBaker.FindProperty("useObjsToMeshFromTexBaker"); + textureBakeResults = combiner.FindPropertyRelative("_textureBakeResults"); + mesh = combiner.FindPropertyRelative("_mesh"); + sortOrderAxis = meshBaker.FindProperty("sortAxis"); + settingsHolder = combiner.FindPropertyRelative("_settingsHolder"); + + meshBakerSettingsThis = new MB_MeshBakerSettingsEditor(); + meshBakerSettingsThis.OnEnable(combiner); + editorStyles.Init(); + } + + public void OnEnable(SerializedObject meshBaker) + { + _init(meshBaker); + } + + public void OnDisable() + { + editorStyles.DestroyTextures(); + if (meshBakerSettingsThis != null) meshBakerSettingsThis.OnDisable(); + if (meshBakerSettingsExternal != null) meshBakerSettingsExternal.OnDisable(); + } + + public void OnInspectorGUI(SerializedObject meshBaker, MB3_MeshBakerCommon target, UnityEngine.Object[] targets, System.Type editorWindowType) + { + target.UpgradeToCurrentVersionIfNecessary(); + DrawGUI(meshBaker, target, targets, editorWindowType); + } + + public void DrawGUI(SerializedObject meshBaker, MB3_MeshBakerCommon target, UnityEngine.Object[] targets, System.Type editorWindowType) + { + if (meshBaker == null) + { + return; + } + + meshBaker.Update(); + + showInstructions = EditorGUILayout.Foldout(showInstructions, "Instructions:"); + if (showInstructions) + { + EditorGUILayout.HelpBox("1. Bake combined material(s).\n\n" + + "2. If necessary set the 'Texture Bake Results' field.\n\n" + + "3. Add scene objects or prefabs to combine or check 'Same As Texture Baker'. For best results these should use the same shader as result material.\n\n" + + "4. Select options and 'Bake'.\n\n" + + "5. Look at warnings/errors in console. Decide if action needs to be taken.\n\n" + + "6. (optional) Disable renderers in source objects.", UnityEditor.MessageType.None); + + EditorGUILayout.Separator(); + } + + MB3_MeshBakerCommon momm = (MB3_MeshBakerCommon)target; + EditorGUILayout.PropertyField(logLevel, gc_logLevelContent); + + EditorGUILayout.PropertyField(textureBakeResults, gc_textureBakeResultsGUIContent); + bool doingTextureArray = false; + if (textureBakeResults.objectReferenceValue != null) + { + doingTextureArray = ((MB2_TextureBakeResults)textureBakeResults.objectReferenceValue).resultType == MB2_TextureBakeResults.ResultType.textureArray; + showContainsReport = EditorGUILayout.Foldout(showContainsReport, "Shaders & Materials Contained"); + if (showContainsReport) + { + EditorGUILayout.HelpBox(((MB2_TextureBakeResults)textureBakeResults.objectReferenceValue).GetDescription(), MessageType.Info); + } + } + + EditorGUILayout.BeginVertical(editorStyles.editorBoxBackgroundStyle); + EditorGUILayout.LabelField("Objects To Be Combined", EditorStyles.boldLabel); + if (momm.GetTextureBaker() != null) + { + EditorGUILayout.PropertyField(useObjsToMeshFromTexBaker, gc_useTextureBakerObjsGUIContent); + } + else + { + useObjsToMeshFromTexBaker.boolValue = false; + momm.useObjsToMeshFromTexBaker = false; + GUI.enabled = false; + EditorGUILayout.PropertyField(useObjsToMeshFromTexBaker, gc_useTextureBakerObjsGUIContent); + GUI.enabled = true; + } + + if (!momm.useObjsToMeshFromTexBaker) + { + if (GUILayout.Button(gc_openToolsWindowLabelContent)) + { + MB3_MeshBakerEditorWindow mmWin = (MB3_MeshBakerEditorWindow) EditorWindow.GetWindow(editorWindowType); + mmWin.SetTarget((MB3_MeshBakerRoot)momm); + } + + object[] objs = MB3_EditorMethods.DropZone("Drag & Drop Renderers or Parents\n" + "HERE\n" + + "to add objects to be combined", 300, 50); + MB3_EditorMethods.AddDroppedObjects(objs, momm.GetObjectsToCombine()); + MB_PaginatedList.GenerateObjectsToBeCombinedList(objsToMesh, ref objsToBeCombined_CurrentPage, ref objsToBecombined_NumPerPage); + EditorGUILayout.Separator(); + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Select Objects In Scene")) + { + List selectedBakers = _getBakersFromTargets(targets); + List obsToCombine = new List(); + + foreach(MB3_MeshBakerCommon baker in selectedBakers) obsToCombine.AddRange(baker.GetObjectsToCombine()); + Selection.objects = obsToCombine.ToArray(); + if (momm.GetObjectsToCombine().Count > 0) + { + SceneView.lastActiveSceneView.pivot = momm.GetObjectsToCombine()[0].transform.position; + } + } + if (GUILayout.Button(gc_SortAlongAxis)) + { + MB3_MeshBakerRoot.ZSortObjects sorter = new MB3_MeshBakerRoot.ZSortObjects(); + sorter.sortAxis = sortOrderAxis.vector3Value; + sorter.SortByDistanceAlongAxis(momm.GetObjectsToCombine()); + } + EditorGUILayout.PropertyField(sortOrderAxis, GUIContent.none); + EditorGUILayout.EndHorizontal(); + } + else + { + GUI.enabled = false; + EditorGUILayout.PropertyField(objsToMesh, gc_objectsToCombineGUIContent, true); + GUI.enabled = true; + } + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Output", EditorStyles.boldLabel); + EditorGUILayout.PropertyField(outputOptions, gc_outputOptoinsGUIContent); + if (momm.meshCombiner.outputOption == MB2_OutputOptions.bakeIntoSceneObject) + { + EditorGUI.BeginChangeCheck(); + Transform pgo = (Transform)EditorGUILayout.ObjectField(gc_parentSceneObject, parentSceneObject.objectReferenceValue, typeof(Transform), true); + if (EditorGUI.EndChangeCheck()) + { + if (pgo != null && MB_Utility.IsSceneInstance(pgo.gameObject)) + { + parentSceneObject.objectReferenceValue = pgo; + } + else + { + parentSceneObject.objectReferenceValue = null; + } + } + + //todo switch to renderer + momm.meshCombiner.resultSceneObject = (GameObject)EditorGUILayout.ObjectField("Combined Mesh Object", momm.meshCombiner.resultSceneObject, typeof(GameObject), true); + if (momm is MB3_MeshBaker) + { + EditorGUILayout.BeginHorizontal(); + string l = "Mesh"; + Mesh m = (Mesh)mesh.objectReferenceValue; + if (m != null) + { + l += " (" + m.GetInstanceID() + ")"; + } + Mesh nm = (Mesh)EditorGUILayout.ObjectField(gc_combinedMesh, m, typeof(Mesh), true); + if (nm != m) + { + Undo.RecordObject(momm, "Assign Mesh"); + MB3_MeshCombinerSingle.MeshCreationConditions meshBirthType = ((MB3_MeshCombinerSingle)momm.meshCombiner).SetMesh(nm); + SerializedProperty meshBirth = combiner.FindPropertyRelative("_meshBirth"); // SetMesh sets the _meshBirth field but it doesn't get remembered unless we do this. + meshBirth.enumValueIndex = (int)meshBirthType; + mesh.objectReferenceValue = nm; + } + + if (!MB3_MeshCombinerSingle.EVAL_VERSION) + { + bool enableSaveMeshButton = _ShouldWeEnableSaveAsAsset(target); + { + EditorGUI.BeginDisabledGroup(!enableSaveMeshButton); + if (GUILayout.Button(gc_saveMeshAsAsset)) + { + _SaveMeshAsAsset(target); + } + EditorGUI.EndDisabledGroup(); + } + } + + EditorGUILayout.EndHorizontal(); + } + } + else if (momm.meshCombiner.outputOption == MB2_OutputOptions.bakeIntoPrefab) + { + if (momm.meshCombiner.settings.renderType == MB_RenderType.skinnedMeshRenderer) + { + EditorGUILayout.HelpBox("The workflow for baking Skinned Meshes into prefabs has changed as of version 29.1. " + + "It is no longer necessary to manually copy bones to the target prefab after baking. This should happen automatically.", MessageType.Info); + } + + EditorGUI.BeginChangeCheck(); + Transform pgo = (Transform)EditorGUILayout.ObjectField(gc_parentSceneObject, parentSceneObject.objectReferenceValue, typeof(Transform), true); + if (EditorGUI.EndChangeCheck()) + { + if (pgo != null && MB_Utility.IsSceneInstance(pgo.gameObject)) + { + parentSceneObject.objectReferenceValue = pgo; + } + else + { + parentSceneObject.objectReferenceValue = null; + } + } + + EditorGUILayout.BeginHorizontal(); + momm.resultPrefab = (GameObject)EditorGUILayout.ObjectField(gc_combinedMeshPrefabGUIContent, momm.resultPrefab, typeof(GameObject), true); + if (momm.resultPrefab != null) + { + string assetPath = AssetDatabase.GetAssetPath(momm.resultPrefab); + if (assetPath == null || assetPath.Length == 0) + { + Debug.LogError("The " + gc_combinedMeshPrefabGUIContent.text + " must be a prefab asset, not a scene GameObject"); + momm.resultPrefab = null; + } + else + { + MB_PrefabType pt = MBVersionEditor.PrefabUtility_GetPrefabType(momm.resultPrefab); + if (pt != MB_PrefabType.prefabAsset) + { + Debug.LogError("The " + gc_combinedMeshPrefabGUIContent.text + " must be a prefab asset, the prefab type was '" + pt + "'"); + momm.resultPrefab = null; + } + } + } + else + { + if (GUILayout.Button("Create Empty Prefab")) + { + if (!Application.isPlaying) + { + string path = EditorUtility.SaveFilePanelInProject("Create Empty Prefab", "MyPrefab", "prefab", "Create a prefab containing an empty GameObject"); + string pathNoFolder = Path.GetDirectoryName(path); + string fileNameNoExt = Path.GetFileNameWithoutExtension(path); + List selectedBakers = _getBakersFromTargets(targets); + if (selectedBakers.Count > 1) Debug.Log("About to create prefabs for " + selectedBakers.Count); + int idx = 0; + foreach (MB3_MeshBakerCommon baker in selectedBakers) + { + createEmptyPrefab(baker, pathNoFolder, fileNameNoExt, idx); + idx++; + } + } + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.PropertyField(resultPrefabLeaveInstanceInSceneAfterBake, gc_resultPrefabLeaveInstanceInSceneAfterBake); + if (momm is MB3_MeshBaker) + { + string l = "Mesh"; + Mesh m = (Mesh)mesh.objectReferenceValue; + if (m != null) + { + l += " (" + m.GetInstanceID() + ")"; + } + Mesh nm = (Mesh)EditorGUILayout.ObjectField(gc_combinedMesh, m, typeof(Mesh), true); + if (nm != m) + { + Undo.RecordObject(momm, "Assign Mesh"); + ((MB3_MeshCombinerSingle)momm.meshCombiner).SetMesh(nm); + mesh.objectReferenceValue = nm; + } + } + } + else if (momm.meshCombiner.outputOption == MB2_OutputOptions.bakeMeshAssetsInPlace) + { + EditorGUILayout.HelpBox("Try the BatchPrefabBaker component! It makes preparing a batch of prefabs for static/ dynamic batching much easier.", MessageType.Info); + if (GUILayout.Button("Choose Folder For Bake In Place Meshes")) + { + string newFolder = EditorUtility.SaveFolderPanel("Folder For Bake In Place Meshes", Application.dataPath, ""); + if (!newFolder.Contains(Application.dataPath)) Debug.LogWarning("The chosen folder must be in your assets folder."); + string folder = "Assets" + newFolder.Replace(Application.dataPath, ""); + List selectedBakers = _getBakersFromTargets(targets); + Undo.RecordObjects(targets, "Undo Set Folder"); + foreach (MB3_MeshBakerCommon baker in selectedBakers) + { + baker.bakeAssetsInPlaceFolderPath = folder; + EditorUtility.SetDirty(baker); + } + } + + EditorGUILayout.LabelField("Folder For Meshes: " + momm.bakeAssetsInPlaceFolderPath); + } + + if (momm is MB3_MultiMeshBaker) + { + MB3_MultiMeshCombiner mmc = (MB3_MultiMeshCombiner)momm.meshCombiner; + mmc.maxVertsInMesh = EditorGUILayout.IntField("Max Verts In Mesh", mmc.maxVertsInMesh); + } + + //----------------------------------- + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Settings", EditorStyles.boldLabel); + bool settingsEnabled = true; + + //------------- Mesh Baker Settings is a bit tricky because it is an interface. + + + + EditorGUILayout.Space(); + UnityEngine.Object obj = settingsHolder.objectReferenceValue; + + // Don't use a PropertyField because we may not be able to use the assigned object. It may not implement requried interface. + obj = EditorGUILayout.ObjectField(gc_Settings, obj, typeof(UnityEngine.Object), true); + + if (obj == null) + { + settingsEnabled = true; + settingsHolder.objectReferenceValue = null; + if (meshBakerSettingsExternal != null) + { + meshBakerSettingsExternal.OnDisable(); + meshBakerSettingsExternal = null; + } + } + + else if (obj is GameObject) + { + // Check to see if there is a component on this game object that implements MB_IMeshBakerSettingsHolder + MB_IMeshBakerSettingsHolder itf = (MB_IMeshBakerSettingsHolder)((GameObject)obj).GetComponent(typeof(MB_IMeshBakerSettingsHolder)); + if (itf != null) + { + settingsEnabled = false; + Component settingsHolderComponent = (Component)itf; + if (settingsHolder.objectReferenceValue != settingsHolderComponent) + { + settingsHolder.objectReferenceValue = settingsHolderComponent; + meshBakerSettingsExternal = new MB_MeshBakerSettingsEditor(); + UnityEngine.Object targetObj; + string propertyName; + itf.GetMeshBakerSettingsAsSerializedProperty(out propertyName, out targetObj); + SerializedProperty meshBakerSettings = new SerializedObject(targetObj).FindProperty(propertyName); + meshBakerSettingsExternal.OnEnable(meshBakerSettings); + } + } + else + { + Debug.LogError("You must drag a MeshBakerGrouper or a MeshCombinerSetting asset to this field."); + settingsEnabled = true; + settingsHolder.objectReferenceValue = null; + if (meshBakerSettingsExternal != null) + { + meshBakerSettingsExternal.OnDisable(); + meshBakerSettingsExternal = null; + } + } + } + else if (obj is MB_IMeshBakerSettingsHolder) + { + settingsEnabled = false; + if (settingsHolder.objectReferenceValue != obj) + { + settingsHolder.objectReferenceValue = obj; + meshBakerSettingsExternal = new MB_MeshBakerSettingsEditor(); + UnityEngine.Object targetObj; + string propertyName; + ((MB_IMeshBakerSettingsHolder)obj).GetMeshBakerSettingsAsSerializedProperty(out propertyName, out targetObj); + SerializedProperty meshBakerSettings = new SerializedObject(targetObj).FindProperty(propertyName); + meshBakerSettingsExternal.OnEnable(meshBakerSettings); + } + } + else + { + Debug.LogError("You must drag a MeshBakerGrouper or a MeshCombinerSetting asset to this field."); + } + EditorGUILayout.Space(); + + if (settingsHolder.objectReferenceValue == null) + { + // Use the meshCombiner settings + meshBakerSettingsThis.DrawGUI(momm.meshCombiner, settingsEnabled, doingTextureArray); + } + else + { + if (meshBakerSettingsExternal == null) + { + meshBakerSettingsExternal = new MB_MeshBakerSettingsEditor(); + UnityEngine.Object targetObj; + string propertyName; + ((MB_IMeshBakerSettingsHolder)obj).GetMeshBakerSettingsAsSerializedProperty(out propertyName, out targetObj); + SerializedProperty meshBakerSettings = new SerializedObject(targetObj).FindProperty(propertyName); + meshBakerSettingsExternal.OnEnable(meshBakerSettings); + } + + meshBakerSettingsExternal.DrawGUI(((MB_IMeshBakerSettingsHolder)settingsHolder.objectReferenceValue).GetMeshBakerSettings(), settingsEnabled, doingTextureArray); + } + + Color oldColor = GUI.backgroundColor; + GUI.backgroundColor = buttonColor; + if (GUILayout.Button("Bake")) + { + List selectedBakers = _getBakersFromTargets(targets); + if (selectedBakers.Count > 1) Debug.Log("About to bake " + selectedBakers.Count); + foreach(MB3_MeshBakerCommon baker in selectedBakers) + { + // Why are we caching and recreating the SerializedObject? Because "bakeIntoPrefab" corrupts the serialized object + // and the meshBaker SerializedObject throws an NRE the next time it gets used. + MB3_MeshBakerCommon mbr = (MB3_MeshBakerCommon) meshBaker.targetObject; + bake(baker); + meshBaker = new SerializedObject(mbr); + } + } + GUI.backgroundColor = oldColor; + + string enableRenderersLabel; + bool disableRendererInSource = false; + if (momm.GetObjectsToCombine().Count > 0) + { + Renderer r = MB_Utility.GetRenderer(momm.GetObjectsToCombine()[0]); + if (r != null && r.enabled) disableRendererInSource = true; + } + if (disableRendererInSource) + { + enableRenderersLabel = "Disable Renderers On Source Objects"; + } + else + { + enableRenderersLabel = "Enable Renderers On Source Objects"; + } + if (GUILayout.Button(enableRenderersLabel)) + { + List selectedBakers = _getBakersFromTargets(targets); + foreach (MB3_MeshBakerCommon baker in selectedBakers) + { + baker.EnableDisableSourceObjectRenderers(!disableRendererInSource); + } + } + + meshBaker.ApplyModifiedProperties(); + meshBaker.SetIsDifferentCacheDirty(); + } + + public static void updateProgressBar(string msg, float progress) + { + EditorUtility.DisplayProgressBar("Combining Meshes", msg, progress); + } + + public static bool bake(MB3_MeshBakerCommon mom) + { + SerializedObject so = null; + return bake(mom, ref so); + } + + private List _getBakersFromTargets(UnityEngine.Object[] targs) + { + List outList = new List(targs.Length); + for (int i = 0; i < targs.Length; i++) + { + outList.Add((MB3_MeshBakerCommon) targs[i]); + } + + return outList; + } + + private bool _ShouldWeEnableSaveAsAsset(MB3_MeshBakerCommon target) + { + if (!(target is MB3_MeshBaker)) + { + return false; + } + + MB3_MeshBaker mb = (MB3_MeshBaker) target; + Mesh bakedMesh = ((MB3_MeshCombinerSingle)mb.meshCombiner).GetMesh(); + + bool meshIsNull = bakedMesh == null; + bool meshHasNoVertices = bakedMesh.vertexCount == 0; + bool meshIsAlreadyAnAsset = !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(bakedMesh)); + bool disableSaveMeshButton = meshIsNull || meshHasNoVertices || meshIsAlreadyAnAsset; + return !disableSaveMeshButton; + } + + private void _SaveMeshAsAsset(MB3_MeshBakerCommon target) + { + if (!(target is MB3_MeshBaker)) + { + return; + } + + MB3_MeshBaker mb = (MB3_MeshBaker)target; + Mesh bakedMesh = ((MB3_MeshCombinerSingle)mb.meshCombiner).GetMesh(); + + string path = EditorUtility.SaveFilePanel("Save Mesh", "Assets", "myMesh", "asset"); + if (string.IsNullOrEmpty(path)) + { + Debug.Log("No path selected."); + return; + } + string projectPath = Application.dataPath; + if (path.StartsWith(projectPath) == false) + { + Debug.Log("Path must be inside of the Assets folder."); + return; + } + + Mesh meshAsset = MB3_MeshBakerEditorFunctionsCore.SaveMeshAsAsset(bakedMesh, path); + + ((MB3_MeshCombinerSingle)mb.meshCombiner).SetMesh(meshAsset); + } + + private static void createEmptyPrefab(MB3_MeshBakerCommon mom, string folder, string prefabNameNoExtension, int idx) + { + if (prefabNameNoExtension != null && prefabNameNoExtension.Length > 0) + { + string prefabName = prefabNameNoExtension + idx; + GameObject go = new GameObject(prefabName); + string fullName = folder + "/" + prefabName + ".prefab"; + fullName = AssetDatabase.GenerateUniqueAssetPath(fullName); + Debug.Log(fullName); + MBVersionEditor.PrefabUtility_CreatePrefab(fullName, go); + GameObject.DestroyImmediate(go); + SerializedObject so = new SerializedObject(mom); + so.FindProperty("resultPrefab").objectReferenceValue = (GameObject)AssetDatabase.LoadAssetAtPath(fullName, typeof(GameObject)); + so.ApplyModifiedProperties(); + } + } + + /// + /// Bakes a combined mesh. + /// + /// + /// This is needed to work around a Unity bug where UnpackPrefabInstance corrupts + /// a SerializedObject. Only needed for bake into prefab. + public static bool bake(MB3_MeshBakerCommon mom, ref SerializedObject so) + { + bool createdDummyTextureBakeResults = false; + bool success = false; + try + { + if (mom.meshCombiner.outputOption == MB2_OutputOptions.bakeIntoSceneObject || + mom.meshCombiner.outputOption == MB2_OutputOptions.bakeIntoPrefab) + { + success = MB3_MeshBakerEditorFunctions.BakeIntoCombined(mom, out createdDummyTextureBakeResults, ref so); + } + else + { + //bake meshes in place + if (mom is MB3_MeshBaker) + { + if (MB3_MeshCombiner.EVAL_VERSION) + { + Debug.LogError("Bake Mesh Assets In Place is disabled in the evaluation version."); + } + else + { + MB2_ValidationLevel vl = Application.isPlaying ? MB2_ValidationLevel.quick : MB2_ValidationLevel.robust; + if (!MB3_MeshBakerRoot.DoCombinedValidate(mom, MB_ObjsToCombineTypes.prefabOnly, new MB3_EditorMethods(), vl)) return false; + + List objsToMesh = mom.GetObjectsToCombine(); + success = MB3_BakeInPlace.BakeMeshesInPlace((MB3_MeshCombinerSingle)((MB3_MeshBaker)mom).meshCombiner, objsToMesh, mom.bakeAssetsInPlaceFolderPath, mom.meshCombiner.clearBuffersAfterBake, updateProgressBar); + } + } + else + { + Debug.LogError("Multi Mesh Baker components cannot be used for Bake Mesh Assets In Place. Use an ordinary MeshBaker object instead."); + } + } + mom.meshCombiner.CheckIntegrity(); + } + catch (Exception ex) + { + Debug.LogError(ex.Message + "\n" + ex.StackTrace.ToString()); + } + finally + { + if (createdDummyTextureBakeResults && mom.textureBakeResults != null) + { + MB_Utility.Destroy(mom.textureBakeResults); + mom.textureBakeResults = null; + } + + mom.meshCombiner.Dispose(); + EditorUtility.ClearProgressBar(); + } + return success; + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorInternal.cs.meta b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorInternal.cs.meta new file mode 100644 index 0000000..657f3a6 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorInternal.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 6187499e1f9c67c4b8f295a0d54cb7ba +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MeshBakerEditorInternal.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindow.cs b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindow.cs new file mode 100644 index 0000000..7dfc637 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindow.cs @@ -0,0 +1,64 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEditor; +using UnityEngine; +using System; +using System.Reflection; +using System.Collections.Generic; +using System.Linq; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + public class MB3_MeshBakerEditorWindow : EditorWindow + { + MB3_MeshBakerEditorWindowAddObjectsTab addObjectsTab; + MB3_MeshBakerEditorWindowAnalyseSceneTab analyseSceneTab; + Vector2 scrollPos = Vector2.zero; + int selectedTab = 0; + GUIContent[] tabs = new GUIContent[] { new GUIContent("Analyse Scene & Generate Bakers"), new GUIContent("Search For Meshes To Add") }; + + [MenuItem("Window/Mesh Baker/Mesh Baker")] + static void Init() + { + EditorWindow.GetWindow(typeof(MB3_MeshBakerEditorWindow)); + } + + public void SetTarget(MB3_MeshBakerRoot targ) + { + if (addObjectsTab == null) addObjectsTab = new MB3_MeshBakerEditorWindowAddObjectsTab(); + addObjectsTab.target = targ; + } + + void OnGUI() + { + selectedTab = GUILayout.Toolbar(selectedTab, tabs); + scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Width(position.width), GUILayout.Height(position.height)); + + if (selectedTab == 0) + { + analyseSceneTab.drawTabAnalyseScene(position); + } + else + { + addObjectsTab.drawTabAddObjectsToBakers(); + } + + EditorGUILayout.EndScrollView(); + } + + void OnEnable() + { + if (addObjectsTab == null) addObjectsTab = new MB3_MeshBakerEditorWindowAddObjectsTab(); + if (analyseSceneTab == null) analyseSceneTab = new MB3_MeshBakerEditorWindowAnalyseSceneTab(); + addObjectsTab.OnEnable(); + } + + void OnDisable() + { + addObjectsTab.OnDisable(); + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindow.cs.meta b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindow.cs.meta new file mode 100644 index 0000000..75ca95a --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindow.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 08905a0f08b77054d9ee3ee91b6a3804 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindow.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAddObjectsTab.cs b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAddObjectsTab.cs new file mode 100644 index 0000000..ee87d75 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAddObjectsTab.cs @@ -0,0 +1,836 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEditor; +using UnityEngine; +using System; +using System.Reflection; +using System.Collections.Generic; +using System.Linq; +using DigitalOpus.MB.Core; +using UnityEngine.Rendering; + + +namespace DigitalOpus.MB.MBEditor +{ + public class MB3_MeshBakerEditorWindowAddObjectsTab : MB3_MeshBakerEditorWindowInterface + { + public enum OpacityType + { + unknown = -1, + opaque = 0, + transparent = 1, + alpha_clip = 2, + mixed = 3, + } + + static string[] LODLevelLabels = new string[] + { + "All LOD Levels", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9" + }; + + static int[] LODLevelValues = new int[] + { + -1,0,1,2,3,4,5,6,7,8,9 + }; + + static string[] transpOrOpaqueLabels = new string[] + { + "Any", "Opaque Only", "Transparent Only", "AlphaClipped Only", "Mixed Transp And Opaque Mats Only" + }; + + static int[] transpOrOpaqueValues = new int[] + { + (int) OpacityType.unknown, (int) OpacityType.opaque, (int) OpacityType.transparent, (int) OpacityType.alpha_clip, (int) OpacityType.mixed + }; + + public MB3_MeshBakerRoot _target = null; + public MonoBehaviour target + { + get { return _target; } + set { _target = (MB3_MeshBakerRoot)value; } + } + + GameObject targetGO = null; + GameObject oldTargetGO = null; + MB3_TextureBaker textureBaker; + MB3_MeshBaker meshBaker; + UnityEngine.Object[] targs = new UnityEngine.Object[1]; + SerializedObject serializedObject; + + GUIContent GUIContentRegExpression = new GUIContent("Matches Regular Expression", @"A valid # regular express. Examples:" + "\n\n" + + @" ([A-Za-z0-9\-]+)(LOD1) matches one or more chars,numbers and hyphen ending with LOD1." + "\n\n" + + @" (Grass)([A-Za-z0-9\-\(\) ]+) matches the string 'Grass' followed by characters, numbers, hyphen, brackets or space." + "\n\n"); + + string helpBoxString = ""; + string regExParseError = ""; + bool onlyStaticObjects = false; + bool onlyEnabledObjects = false; + bool excludeMeshesWithOBuvs = true; + bool excludeMeshesAlreadyAddedToBakers = true; + int lodLevelToInclude = -1; + OpacityType transpOrOpaque = OpacityType.unknown; + int lightmapIndex = -2; + int[] lightmapValues = new int[64]; + string[] lightmapDisplayValues = new string[64]; + LayerMask layerMask = ~0; + int[] layerIntValues = new int[32]; + string[] layerDisplayValues = new string[32]; + string searchRegEx = ""; + Material shaderMat = null; + Material mat = null; + + bool tbFoldout = false; + bool mbFoldout = false; + + MB3_MeshBakerEditorInternal mbe = new MB3_MeshBakerEditorInternal(); + MB3_TextureBakerEditorInternal tbe = new MB3_TextureBakerEditorInternal(); + + public void SetLightmapValuesAndDisplayValues() + { + lightmapValues = new int[64]; + lightmapDisplayValues = new string[64]; + lightmapValues[0] = -2; + lightmapValues[1] = -1; + lightmapDisplayValues[0] = "don't filter on lightmapping"; + lightmapDisplayValues[1] = "not lightmapped"; + for (int i = 2; i < lightmapDisplayValues.Length; i++) + { + lightmapDisplayValues[i] = "" + (i - 2); + lightmapValues[i] = i - 2; + } + } + + public void SetLayerValuesAndDisplayValues() + { + layerIntValues = new int[32]; + layerDisplayValues = new string[32]; + for (int i = 0; i < layerDisplayValues.Length; i++) + { + if (GetLayerName(i) != "") + { + layerDisplayValues[i] = "" + (i) + ": " + GetLayerName(i); + } + else + { + layerDisplayValues[i] = "" + (i); + } + layerIntValues[i] = i; + } + } + + + public void OnEnable() + { + SetLightmapValuesAndDisplayValues(); + SetLayerValuesAndDisplayValues(); + + if (textureBaker != null) + { + serializedObject = new SerializedObject(textureBaker); + tbe.OnEnable(serializedObject); + } + else if (meshBaker != null) + { + serializedObject = new SerializedObject(meshBaker); + mbe.OnEnable(serializedObject); + } + } + + public void OnDisable() + { + tbe.OnDisable(); + mbe.OnDisable(); + } + + public void drawTabAddObjectsToBakers() + { + if (helpBoxString == null) helpBoxString = ""; + EditorGUILayout.HelpBox("To add, select one or more objects in the hierarchy view. Child Game Objects with MeshRender or SkinnedMeshRenderer will be added. Use the fields below to filter what is added." + + "To remove, use the fields below to filter what is removed.\n" + helpBoxString, UnityEditor.MessageType.None); + target = (MB3_MeshBakerRoot)EditorGUILayout.ObjectField("Target to add objects to", target, typeof(MB3_MeshBakerRoot), true); + + if (target != null) + { + targetGO = target.gameObject; + } + else + { + targetGO = null; + } + + if (targetGO != oldTargetGO && targetGO != null) + { + textureBaker = targetGO.GetComponent(); + meshBaker = targetGO.GetComponent(); + tbe = new MB3_TextureBakerEditorInternal(); + mbe = new MB3_MeshBakerEditorInternal(); + oldTargetGO = targetGO; + if (textureBaker != null) + { + serializedObject = new SerializedObject(textureBaker); + tbe.OnEnable(serializedObject); + } + else if (meshBaker != null) + { + serializedObject = new SerializedObject(meshBaker); + mbe.OnEnable(serializedObject); + } + } + + + EditorGUIUtility.labelWidth = 300; + onlyStaticObjects = EditorGUILayout.Toggle("Only Static Objects", onlyStaticObjects); + + onlyEnabledObjects = EditorGUILayout.Toggle("Only Enabled Objects", onlyEnabledObjects); + + excludeMeshesWithOBuvs = EditorGUILayout.Toggle("Exclude meshes with out-of-bounds UVs", excludeMeshesWithOBuvs); + + excludeMeshesAlreadyAddedToBakers = EditorGUILayout.Toggle("Exclude GameObjects already added to bakers", excludeMeshesAlreadyAddedToBakers); + + lodLevelToInclude = EditorGUILayout.IntPopup("Only include objects on LOD Level", lodLevelToInclude, LODLevelLabels, LODLevelValues); + + mat = (Material)EditorGUILayout.ObjectField("Using Material", mat, typeof(Material), true); + shaderMat = (Material)EditorGUILayout.ObjectField("Using Shader", shaderMat, typeof(Material), true); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField("Using Lightmap Index "); + lightmapIndex = EditorGUILayout.IntPopup(lightmapIndex, + lightmapDisplayValues, + lightmapValues); + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField("Using Layers"); + layerMask.value = EditorGUILayout.MaskField(layerMask.value, layerDisplayValues); + EditorGUILayout.EndHorizontal(); + + transpOrOpaque = (OpacityType) EditorGUILayout.IntPopup("Only Include Transparent Or Opaque", (int) transpOrOpaque, transpOrOpaqueLabels, transpOrOpaqueValues); + + + if (regExParseError != null && regExParseError.Length > 0) + { + EditorGUILayout.HelpBox("Error In Regular Expression:\n" + regExParseError, MessageType.Error); + } + searchRegEx = EditorGUILayout.TextField(GUIContentRegExpression, searchRegEx); + + + EditorGUILayout.Separator(); + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Add Selected Meshes To Target")) + { + addSelectedObjects(); + } + if (GUILayout.Button("Remove Matching Meshes From Target")) + { + removeSelectedObjects(); + } + EditorGUILayout.EndHorizontal(); + + if (textureBaker != null) + { + MB_EditorUtil.DrawSeparator(); + tbFoldout = EditorGUILayout.Foldout(tbFoldout, "Texture Baker"); + if (tbFoldout) + { + if (targs == null) targs = new UnityEngine.Object[1]; + targs[0] = textureBaker; + tbe.DrawGUI(serializedObject, textureBaker, targs, typeof(MB3_MeshBakerEditorWindow)); + } + + } + if (meshBaker != null) + { + MB_EditorUtil.DrawSeparator(); + mbFoldout = EditorGUILayout.Foldout(mbFoldout, "Mesh Baker"); + if (mbFoldout) + { + if (targs == null) targs = new UnityEngine.Object[1]; + targs[0] = meshBaker; + mbe.DrawGUI(serializedObject, (MB3_MeshBaker)meshBaker, targs, typeof(MB3_MeshBakerEditorWindow)); + } + } + } + + List GetFilteredList(bool addingObjects) + { + List newMomObjs = new List(); + MB3_MeshBakerRoot mom = (MB3_MeshBakerRoot)target; + if (mom == null) + { + Debug.LogError("Must select a target MeshBaker"); + return newMomObjs; + } + + GameObject dontAddMe = null; + Renderer r = MB_Utility.GetRenderer(mom.gameObject); + if (r != null) + { //make sure that this MeshBaker object is not in list + dontAddMe = r.gameObject; + } + + MB3_MeshBakerRoot[] allBakers = (MB3_MeshBakerRoot[])MBVersion.FindSceneObjectsOfType(typeof(MB3_MeshBakerRoot)); + HashSet objectsAlreadyIncludedInBakers = new HashSet(); + + if (addingObjects) + { + for (int i = 0; i < allBakers.Length; i++) + { + List objsToCombine = allBakers[i].GetObjectsToCombine(); + for (int j = 0; j < objsToCombine.Count; j++) + { + if (objsToCombine[j] != null) objectsAlreadyIncludedInBakers.Add(objsToCombine[j]); + } + } + } + + GameObject[] gos = Selection.gameObjects; + if (gos.Length == 0) + { + Debug.LogWarning("No objects selected in hierarchy view. Nothing added. Try selecting some objects."); + return newMomObjs; + } + + List mrs = new List(); + for (int i = 0; i < gos.Length; i++) + { + GameObject go = gos[i]; + Renderer[] rs = go.GetComponentsInChildren(true); + for (int j = 0; j < rs.Length; j++) + { + if (rs[j] is MeshRenderer || rs[j] is SkinnedMeshRenderer) + { + mrs.Add(rs[j].gameObject); + } + } + } + + newMomObjs = FilterList(mrs, objectsAlreadyIncludedInBakers, dontAddMe, addingObjects); + return newMomObjs; + } + + int GetLODLevelForRenderer(Renderer r) + { + if (r != null) + { + LODGroup lodGroup = r.GetComponentInParent(); + if (lodGroup != null) + { + LOD[] lods = lodGroup.GetLODs(); + for (int lodIdx = 0; lodIdx < lods.Length; lodIdx++) + { + Renderer[] rs = lods[lodIdx].renderers; + for (int j = 0; j < rs.Length; j++) + { + if (rs[j] == r) + { + return lodIdx; + } + } + } + } + } + return 0; + } + + int GetLayerValue(GameObject go) + { + return go.layer; + } + + string GetLayerName(int layerNum) + { + string layerName = LayerMask.LayerToName(layerNum); + return "" + layerName; + } + + List FilterList(List mrss, + HashSet objectsAlreadyIncludedInBakers, + GameObject dontAddMe, + bool addingObjects) + { + int numInSelection = 0; + int numStaticExcluded = 0; + int numEnabledExcluded = 0; + int numLightmapExcluded = 0; + int numLayerExcluded = 0; + int numLodLevelExcluded = 0; + int numOBuvExcluded = 0; + int numMatExcluded = 0; + int numShaderExcluded = 0; + int numRegExExcluded = 0; + int numAlreadyIncludedExcluded = 0; + int numTranspOrOpaqueExluded = 0; + System.Text.RegularExpressions.Regex regex = null; + if (searchRegEx != null && searchRegEx.Length > 0) + { + + try + { + regex = new System.Text.RegularExpressions.Regex(searchRegEx); + regExParseError = ""; + } + catch (Exception ex) + { + regExParseError = ex.Message; + } + } + + Dictionary meshAnalysisResultsCache = new Dictionary(); //cache results + List newMomObjs = new List(); + for (int j = 0; j < mrss.Count; j++) + { + if (mrss[j] == null) + { + continue; + } + Renderer mrs = mrss[j].GetComponent(); + int layerValue = GetLayerValue(mrss[j]); + + if (mrs is MeshRenderer || mrs is SkinnedMeshRenderer) + { + if (mrs.GetComponent() != null) + { + continue; //don't add TextMeshes + } + + numInSelection++; + if (!newMomObjs.Contains(mrs.gameObject)) + { + bool addMe = true; + if (!mrs.gameObject.isStatic && onlyStaticObjects) + { + numStaticExcluded++; + addMe = false; + continue; + } + + if ((!mrs.enabled || !mrs.gameObject.activeInHierarchy) && onlyEnabledObjects) + { + numEnabledExcluded++; + addMe = false; + continue; + } + + if (lightmapIndex != -2) + { + if (mrs.lightmapIndex != lightmapIndex) + { + numLightmapExcluded++; + addMe = false; + continue; + } + } + + if (layerMask != 0) + { + int layerBit = 1 << layerValue; + //Debug.Log("LayerBit: " + layerBit); + if ((layerMask & layerBit) == 0) + { + numLayerExcluded++; + addMe = false; + continue; + } + } + else + { + numLayerExcluded++; + addMe = false; + continue; + } + + if (lodLevelToInclude == -1) + { + // not filtering on LODLevel + } + else + { + if (GetLODLevelForRenderer(mrs) != lodLevelToInclude) + { + numLodLevelExcluded++; + addMe = false; + continue; + } + } + + if (transpOrOpaque == OpacityType.unknown) + { + // not filtering on transp or opaque + } + else + { + if (!RendererTransparentOrOpaqueMatches(mrs, transpOrOpaque)) + { + numTranspOrOpaqueExluded++; + addMe = false; + continue; + } + } + + // only do this check when adding objects. If removing objects shouldn't do it + if (addingObjects && + excludeMeshesAlreadyAddedToBakers && + objectsAlreadyIncludedInBakers.Contains(mrs.gameObject)) + { + numAlreadyIncludedExcluded++; + addMe = false; + continue; + } + + Mesh mm = MB_Utility.GetMesh(mrs.gameObject); + if (mm != null) + { + MB_Utility.MeshAnalysisResult mar; + if (!meshAnalysisResultsCache.TryGetValue(mm.GetInstanceID(), out mar)) + { + MB_Utility.hasOutOfBoundsUVs(mm, ref mar); + meshAnalysisResultsCache.Add(mm.GetInstanceID(), mar); + } + if (mar.hasOutOfBoundsUVs && excludeMeshesWithOBuvs) + { + numOBuvExcluded++; + addMe = false; + continue; + } + } + + if (shaderMat != null) + { + Material[] nMats = mrs.sharedMaterials; + bool usesShader = false; + foreach (Material nMat in nMats) + { + if (nMat != null && nMat.shader == shaderMat.shader) + { + usesShader = true; + } + } + if (!usesShader) + { + numShaderExcluded++; + addMe = false; + continue; + } + } + + if (mat != null) + { + Material[] nMats = mrs.sharedMaterials; + bool usesMat = false; + foreach (Material nMat in nMats) + { + if (nMat == mat) + { + usesMat = true; + } + } + if (!usesMat) + { + numMatExcluded++; + addMe = false; + continue; + } + } + + if (regex != null) + { + if (!regex.IsMatch(mrs.gameObject.name)) + { + numRegExExcluded++; + addMe = false; + continue; + } + } + + if (addMe && mrs.gameObject != dontAddMe) + { + if (!newMomObjs.Contains(mrs.gameObject)) + { + newMomObjs.Add(mrs.gameObject); + } + } + } + } + } + + System.Text.StringBuilder sb = new System.Text.StringBuilder(); + //sb.AppendFormat("Total objects in selection {0}\n", numInSelection); + //Debug.Log( "Total objects in selection " + numInSelection); + if (numStaticExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they were not static\n", numStaticExcluded); + Debug.Log(numStaticExcluded + " objects were excluded because they were not static\n"); + } + if (numEnabledExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they were disabled\n", numEnabledExcluded); + Debug.Log(numEnabledExcluded + " objects were excluded because they were disabled\n"); + } + if (numOBuvExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they had out of bounds uvs\n", numOBuvExcluded); + Debug.Log(numOBuvExcluded + " objects were excluded because they had out of bounds uvs\n"); + } + if (numLightmapExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they did not match lightmap filter.\n", numLightmapExcluded); + Debug.Log(numLightmapExcluded + " objects did not match lightmap filter.\n"); + } + if (numLayerExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they did not use the selected layers. \n", + numLayerExcluded); + Debug.Log(numLayerExcluded + " objects were excluded because they did not use the selected layers"); + } + if (numLodLevelExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they did not match the selected LOD level filter.\n", numLodLevelExcluded); + Debug.Log(numLodLevelExcluded + " objects did not match LOD level filter.\n"); + } + if (numShaderExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they did not use the selected shader.\n", numShaderExcluded); + Debug.Log(numShaderExcluded + " objects were excluded because they did not use the selected shader.\n"); + } + if (numMatExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they did not use the selected material.\n", numMatExcluded); + Debug.Log(numMatExcluded + " objects were excluded because they did not use the selected material.\n"); + } + + if (numTranspOrOpaqueExluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they the didn't match transparent or opaque filter.\n", numTranspOrOpaqueExluded); + Debug.LogFormat(" {0} objects were excluded because they the didn't match transparent or opaque filter.\n", numTranspOrOpaqueExluded); + } + + if (numRegExExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they did not match the regular expression.\n", numRegExExcluded); + Debug.Log(numRegExExcluded + " objects were excluded because they did not match the regular expression.\n"); + } + if (numAlreadyIncludedExcluded > 0) + { + sb.AppendFormat(" {0} objects were excluded because they did were already included in other bakers.\n", numAlreadyIncludedExcluded); + Debug.Log(numAlreadyIncludedExcluded + " objects were excluded because they did were already included in other bakers.\n"); + } + + helpBoxString = sb.ToString(); + return newMomObjs; + } + + + + private bool RendererTransparentOrOpaqueMatches(Renderer mrs, OpacityType transpOrOpaque) + { + MBVersion.PipelineType currentRenderPipeline = MBVersion.DetectPipeline(); + OpacityType isMatTranspOrOpaque = OpacityType.unknown; + + if (mrs == null) + { + return false; + } + for (int i = 0; i < mrs.sharedMaterials.Length; i++) + { + Material m = mrs.sharedMaterials[i]; + if (m == null) + { + continue; + } + + OpacityType isCurMatTranspOrOpaque; + if (currentRenderPipeline == MBVersion.PipelineType.URP) + { + isCurMatTranspOrOpaque = _GetOpaqueOrTransparentURP(m); + } + else if (currentRenderPipeline == MBVersion.PipelineType.HDRP) + { + isCurMatTranspOrOpaque = _GetOpaqueOrTransparentHDRP(m); + } + else + { + // Defualt or unknown pipeline + isCurMatTranspOrOpaque = _GetOpaqueOrTransparentBuiltInOrUnknownRP(m); + } + + if (isMatTranspOrOpaque == OpacityType.unknown) + { + isMatTranspOrOpaque = isCurMatTranspOrOpaque; + } + else if (isMatTranspOrOpaque != isCurMatTranspOrOpaque) + { + // was previously set to something different. Renderer has mixed materials. + isMatTranspOrOpaque = OpacityType.mixed; + break; + } + } + + if (isMatTranspOrOpaque == OpacityType.unknown) + { + return false; + } + else + { + return isMatTranspOrOpaque == transpOrOpaque; + } + } + + private OpacityType _GetOpaqueOrTransparentBuiltInOrUnknownRP(Material m) + { + bool isTransparent = m.renderQueue >= (int)RenderQueue.Transparent; + bool isAlphaClipped = m.renderQueue == (int)RenderQueue.AlphaTest; + + if (isAlphaClipped) + { + return OpacityType.alpha_clip; + } + else if (isTransparent) + { + return OpacityType.transparent; + } + else + { + return OpacityType.opaque; + } + } + + private OpacityType _GetOpaqueOrTransparentHDRP(Material m) + { + if (m.HasProperty("_SurfaceType")) + { + float surfaceType = m.GetFloat("_SurfaceType"); + if (surfaceType == 0) + { + if (m.HasProperty("_AlphaCutoffEnable") && m.GetFloat("_AlphaCutoffEnable") == 1) + { + return OpacityType.alpha_clip; + } + else + { + return OpacityType.opaque; + } + } + else if (surfaceType == 1) + { + + return OpacityType.transparent; + } + } + + return _GetOpaqueOrTransparentBuiltInOrUnknownRP(m); + } + + private OpacityType _GetOpaqueOrTransparentURP(Material m) + { + if (m.HasProperty("_Surface")) + { + float surfaceType = m.GetFloat("_Surface"); + if (surfaceType == 0) + { + if (m.HasProperty("_AlphaClip") && m.GetFloat("_AlphaClip") == 1) + { + return OpacityType.alpha_clip; + } + else + { + return OpacityType.opaque; + } + } + else if (surfaceType == 1) + { + return OpacityType.transparent; + } + } + + return _GetOpaqueOrTransparentBuiltInOrUnknownRP(m); + } + + void removeSelectedObjects() + { + MB3_MeshBakerRoot mom = (MB3_MeshBakerRoot)target; + if (mom == null) + { + Debug.LogError("Must select a target MeshBaker"); + return; + } + List objsToCombine = mom.GetObjectsToCombine(); + GameObject dontAddMe = null; + Renderer r = MB_Utility.GetRenderer(mom.gameObject); + if (r != null) + { //make sure that this MeshBaker object is not in list + dontAddMe = r.gameObject; + } + + List objsSelectedMatchingFilter = GetFilteredList(addingObjects: false); + Debug.Log("Matching filter " + objsSelectedMatchingFilter.Count); + List objsToRemove = new List(); + for (int i = 0; i < objsSelectedMatchingFilter.Count; i++) + { + if (objsToCombine.Contains(objsSelectedMatchingFilter[i])) + { + objsToRemove.Add(objsSelectedMatchingFilter[i]); + } + } + + MBVersionEditor.RegisterUndo(mom, "Remove Objects"); + for (int i = 0; i < objsToRemove.Count; i++) + { + objsToCombine.Remove(objsToRemove[i]); + } + + SerializedObject so = new SerializedObject(mom); + so.SetIsDifferentCacheDirty(); + Debug.Log("Removed " + objsToRemove.Count + " objects from " + mom.name); + helpBoxString += String.Format("\nRemoved {0} objects from {1}", objsToRemove.Count, mom.name); + } + + void addSelectedObjects() + { + MB3_MeshBakerRoot mom = (MB3_MeshBakerRoot)target; + if (mom == null) + { + Debug.LogError("Must select a target MeshBaker or TextureBaker to add objects to"); + return; + } + + List newMomObjs = GetFilteredList(addingObjects: true); + MBVersionEditor.RegisterUndo(mom, "Add Objects"); + List momObjs = mom.GetObjectsToCombine(); + int numAdded = 0; + int numAlreadyInList = 0; + for (int i = 0; i < newMomObjs.Count; i++) + { + if (!momObjs.Contains(newMomObjs[i])) + { + momObjs.Add(newMomObjs[i]); + numAdded++; + } + else + { + numAlreadyInList++; + } + } + + SerializedObject so = new SerializedObject(mom); + so.SetIsDifferentCacheDirty(); + if (numAlreadyInList > 0) + { + Debug.Log(String.Format("Skipped adding {0} objects to Target because these objects had already been added to this Target. ", numAlreadyInList)); + } + + if (numAdded == 0) + { + Debug.LogWarning("Added 0 objects. Make sure some or all objects are selected in the hierarchy view. Also check the 'Only Static Objects', 'Using Material' and 'Using Shader' settings"); + } + else + { + Debug.Log(string.Format("Added {0} objects to {1}. ", numAdded, mom.name)); + } + + helpBoxString += String.Format("\nAdded {0} objects to {1}", numAdded, mom.name); + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAddObjectsTab.cs.meta b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAddObjectsTab.cs.meta new file mode 100644 index 0000000..5f42c6e --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAddObjectsTab.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 4caf9fbf2fe59bf479dc70cb752462a6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAddObjectsTab.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAnalyseSceneTab.cs b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAnalyseSceneTab.cs new file mode 100644 index 0000000..65caecc --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAnalyseSceneTab.cs @@ -0,0 +1,875 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEditor; +using UnityEngine; +using System; +using System.Reflection; +using System.Collections.Generic; +using System.Linq; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + public class MB3_MeshBakerEditorWindowAnalyseSceneTab + { + public struct ResultPagination + { + public string nameOfNumToShowControl; + public bool foldoutIsOpen; + public int firstIdxToShow; + public int numToShow; + public int numToShow_whenEditing; + } + + const int NUM_FILTERS = 5; + const int DEFAULT_NUM_TO_SHOW = 10; + bool writeReportFile = false; + bool splitAtlasesSoMeshesFit = false; + int atlasSize = MB2_TexturePacker.MAX_ATLAS_SIZE; + string generate_AssetsFolder = ""; + List> sceneAnalysisResults = new List>(); + ResultPagination[] sceneAnalysisResultsFoldouts = new ResultPagination[0]; + int[] groupByFilterIdxs = new int[NUM_FILTERS]; + string[] groupByOptionNames; + IGroupByFilter[] groupByOptionFilters; + IGroupByFilter[] filters; + Vector2 scrollPos2 = Vector2.zero; + + string _controlThatHadFocusLastFrame = ""; + + GUIContent gc_atlasSize = new GUIContent("Max Atlas Size", ""); + GUIContent gc_splitAtlasesSoMeshesFit = new GUIContent("Split Groups If Textures Would Exceed Atlas Size (beta)", "If combining the textures into a single atlas would exceed the maximum atlas size then create multiple atlases. Othersize texture sizes are reduced."); + + public static bool InterfaceFilter(Type typeObj, System.Object criteriaObj) + { + return typeObj.ToString() == criteriaObj.ToString(); + } + + void populateGroupByFilters() + { + string qualifiedInterfaceName = "DigitalOpus.MB.MBEditor.IGroupByFilter"; + var interfaceFilter = new TypeFilter(InterfaceFilter); + List types = new List(); + foreach (Assembly ass in AppDomain.CurrentDomain.GetAssemblies()) + { + System.Collections.IEnumerable typesIterator = null; + try + { + typesIterator = ass.GetTypes(); + } + catch (Exception e) + { + //Debug.Log("The assembly that I could not read types for was: " + ass.GetName()); + //suppress error + e.Equals(null); + } + if (typesIterator != null) + { + foreach (Type ty in ass.GetTypes()) + { + var myInterfaces = ty.FindInterfaces(interfaceFilter, qualifiedInterfaceName); + if (myInterfaces.Length > 0) + { + types.Add(ty); + } + } + } + } + + List filterNames = new List(); + List filters = new List(); + filterNames.Add("None"); + filters.Add(null); + foreach (Type tt in types) + { + if (!tt.IsAbstract && !tt.IsInterface) + { + IGroupByFilter instance = (IGroupByFilter)System.Activator.CreateInstance(tt); + filterNames.Add(instance.GetName()); + filters.Add(instance); + } + } + groupByOptionNames = filterNames.ToArray(); + groupByOptionFilters = filters.ToArray(); + } + + public void drawTabAnalyseScene(Rect position) + { + + //first time we are displaying collect the filters + if (groupByOptionNames == null || groupByOptionNames.Length == 0) + { + //var types = AppDomain.CurrentDomain.GetAssemblies() + // .SelectMany(s => s.GetTypes()) + // .Where(p => type.IsAssignableFrom(p)); + populateGroupByFilters(); + + //set filter initial values + for (int i = 0; i < groupByOptionFilters.Length; i++) + { + if (groupByOptionFilters[i] is GroupByShader) + { + groupByFilterIdxs[0] = i; + break; + } + } + for (int i = 0; i < groupByOptionFilters.Length; i++) + { + if (groupByOptionFilters[i] is GroupByStatic) + { + groupByFilterIdxs[1] = i; + break; + } + } + for (int i = 0; i < groupByOptionFilters.Length; i++) + { + if (groupByOptionFilters[i] is GroupByRenderType) + { + groupByFilterIdxs[2] = i; + break; + } + } + for (int i = 0; i < groupByOptionFilters.Length; i++) + { + if (groupByOptionFilters[i] is GroupByOutOfBoundsUVs) + { + groupByFilterIdxs[3] = i; + break; + } + } + groupByFilterIdxs[4] = 0; //none + } + if (groupByFilterIdxs == null || groupByFilterIdxs.Length < NUM_FILTERS) + { + groupByFilterIdxs = new int[]{ + 0,0,0,0,0 + }; + } + EditorGUILayout.HelpBox("List shaders in scene prints a report to the console of shaders and which objects use them. This is useful for planning which objects to combine.", UnityEditor.MessageType.None); + + groupByFilterIdxs[0] = EditorGUILayout.Popup("Group By:", groupByFilterIdxs[0], groupByOptionNames); + for (int i = 1; i < NUM_FILTERS; i++) + { + groupByFilterIdxs[i] = EditorGUILayout.Popup("Then Group By:", groupByFilterIdxs[i], groupByOptionNames); + } + + EditorGUILayout.BeginHorizontal(); + float oldLabelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth = 300; + splitAtlasesSoMeshesFit = EditorGUILayout.Toggle(gc_splitAtlasesSoMeshesFit, splitAtlasesSoMeshesFit); + EditorGUIUtility.labelWidth = oldLabelWidth; + bool enableAtlasField = true; + if (splitAtlasesSoMeshesFit) + { + enableAtlasField = false; + } + EditorGUI.BeginDisabledGroup(enableAtlasField); + atlasSize = EditorGUILayout.IntField(gc_atlasSize, atlasSize); + EditorGUI.EndDisabledGroup(); + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Select Folder For Combined Material Assets")) + { + generate_AssetsFolder = EditorUtility.SaveFolderPanel("Create Combined Material Assets In Folder", "", ""); + generate_AssetsFolder = "Assets" + generate_AssetsFolder.Replace(Application.dataPath, "") + "/"; + } + EditorGUILayout.LabelField("Folder: " + generate_AssetsFolder); + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("List Shaders In Scene")) + { + EditorUtility.DisplayProgressBar("Analysing Scene", "", .05f); + try + { + listMaterialsInScene(); + } + catch (Exception ex) + { + Debug.LogError(ex.Message + "\n" + ex.StackTrace.ToString()); + } + finally + { + EditorUtility.ClearProgressBar(); + } + } + + if (GUILayout.Button("Bake Every MeshBaker In Scene")) + { + try + { + MB3_TextureBaker[] texBakers = (MB3_TextureBaker[]) MBVersion.FindSceneObjectsOfType(typeof(MB3_TextureBaker)); + for (int i = 0; i < texBakers.Length; i++) + { + texBakers[i].CreateAtlases(updateProgressBar, true, new MB3_EditorMethods()); + } + MB3_MeshBakerCommon[] mBakers = (MB3_MeshBakerCommon[]) MBVersion.FindSceneObjectsOfType(typeof(MB3_MeshBakerCommon)); + bool createTempMaterialBakeResult; + for (int i = 0; i < mBakers.Length; i++) + { + if (mBakers[i].textureBakeResults != null) + { + MB3_MeshBakerEditorFunctions.BakeIntoCombined(mBakers[i], out createTempMaterialBakeResult); + } + } + } + catch (Exception ex) + { + Debug.LogError(ex.Message + "\n" + ex.StackTrace.ToString()); + } + finally + { + EditorUtility.ClearProgressBar(); + } + } + EditorGUILayout.EndHorizontal(); + + if (sceneAnalysisResults.Count > 0) + { + float height = position.height - 150f; + if (height < 500f) height = 500f; + MB_EditorUtil.DrawSeparator(); + scrollPos2 = EditorGUILayout.BeginScrollView(scrollPos2, false, true); //(scrollPos2,, GUILayout.Width(position.width - 20f), GUILayout.Height(height)); + EditorGUILayout.LabelField("Shaders In Scene", EditorStyles.boldLabel); + GUILayout.Space(15); + EditorGUILayout.Separator(); + for (int i = 0; i < sceneAnalysisResults.Count; i++) + { + DrawGroupOfSimilarRenderers(sceneAnalysisResults[i], ref sceneAnalysisResultsFoldouts[i]); + } + EditorGUILayout.EndScrollView(); + MB_EditorUtil.DrawSeparator(); + } + + { + // Detect if we just finished editing one of the pagination numToShow boxes. + int idxThatHadControlLastFrame = -1; + int idxThatHasControlThisFrame = -1; + for (int i = 0; i < sceneAnalysisResultsFoldouts.Length; i++) + { + if (sceneAnalysisResultsFoldouts[i].nameOfNumToShowControl.Equals(_controlThatHadFocusLastFrame)) + { + idxThatHadControlLastFrame = i; + } + + if (sceneAnalysisResultsFoldouts[i].nameOfNumToShowControl.Equals(GUI.GetNameOfFocusedControl())) + { + idxThatHasControlThisFrame = i; + } + } + + if (idxThatHadControlLastFrame != -1 && + idxThatHadControlLastFrame != idxThatHasControlThisFrame) + { + // We just lost focus on a numToShow text box. Update the value. + sceneAnalysisResultsFoldouts[idxThatHadControlLastFrame].numToShow_whenEditing = Mathf.Clamp(sceneAnalysisResultsFoldouts[idxThatHadControlLastFrame].numToShow_whenEditing, 1, 300); + sceneAnalysisResultsFoldouts[idxThatHadControlLastFrame].numToShow = sceneAnalysisResultsFoldouts[idxThatHadControlLastFrame].numToShow_whenEditing; + } + } + + _controlThatHadFocusLastFrame = GUI.GetNameOfFocusedControl(); + } + + void DrawGroupOfSimilarRenderers(List gows, ref ResultPagination paginationInfo) + { + + string descr = String.Format("Objs={0} AtlasIndex={1} {2}", gows.Count, gows[0].atlasIndex, gows[0].GetDescription(filters, gows[0])); + GUI.color = new Color(.5f, 1f, .5f); + EditorGUILayout.LabelField(descr, EditorStyles.boldLabel); + GUI.color = Color.white; + EditorGUI.indentLevel += 1; + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Generate Baker", GUILayout.Width(200))) + { + createAndSetupBaker(gows, generate_AssetsFolder); + } + if (GUILayout.Button("Select All", GUILayout.Width(200))) + { + UnityEngine.Object[] selected = new UnityEngine.Object[gows.Count]; + for (int j = 0; j < gows.Count; j++) + { + selected[j] = gows[j].go; + } + Selection.objects = selected; + SceneView.lastActiveSceneView.FrameSelected(); + } + + EditorGUILayout.EndHorizontal(); + + string filterDescription = "Unknown"; + if (gows.Count > 0) + { + filterDescription = gows[0].GetDescription(filters, gows[0]); + } + + paginationInfo.foldoutIsOpen = EditorGUILayout.Foldout(paginationInfo.foldoutIsOpen, filterDescription); + if (paginationInfo.foldoutIsOpen) + { + EditorGUI.indentLevel += 1; + int numPerPage = paginationInfo.numToShow; + if (numPerPage < 1) numPerPage = 1; + if (numPerPage > 256) numPerPage = 256; + + int firstToDisplay = paginationInfo.firstIdxToShow; + if (firstToDisplay >= gows.Count) firstToDisplay = gows.Count - 1; + if (firstToDisplay < 0) firstToDisplay = 0; + int lastToDisplay = firstToDisplay + numPerPage; + if (lastToDisplay > gows.Count) lastToDisplay = gows.Count; + + for (int resIdx = firstToDisplay; resIdx < lastToDisplay; resIdx++) + { + if (gows[resIdx].go != null) + { + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Select", new GUILayoutOption[] { GUILayout.MaxWidth(100) })) + { + Selection.activeGameObject = gows[resIdx].go; + } + + EditorGUILayout.LabelField(gows[resIdx].go.name); + EditorGUILayout.EndHorizontal(); + } + } + + EditorGUILayout.BeginHorizontal(); + GUILayout.Label(new GUIContent("Displaying " + (firstToDisplay + 1) + " to " + lastToDisplay + " of " + gows.Count + " num to show:"), GUILayout.ExpandWidth(false)); + + GUI.SetNextControlName(paginationInfo.nameOfNumToShowControl); + + if (GUI.GetNameOfFocusedControl().Equals(paginationInfo.nameOfNumToShowControl)) + { + // Use a temporary variable for storing what the user is typing when they are editing a numToShow box + // We don't want to change the number of rows we are displaying for every keystroke. Only when they + // Leave the text box. + paginationInfo.numToShow_whenEditing = EditorGUILayout.IntField(paginationInfo.numToShow_whenEditing, new GUILayoutOption[] { GUILayout.MaxWidth(100) }); + paginationInfo.numToShow_whenEditing = Mathf.Clamp(paginationInfo.numToShow_whenEditing, 1, 300); + } else + { + paginationInfo.numToShow = EditorGUILayout.IntField(paginationInfo.numToShow, new GUILayoutOption[] { GUILayout.MaxWidth(100) }); + } + + if (gows.Count > numPerPage) + { + if (firstToDisplay > 0) + { + if (GUILayout.Button(" Previous ", GUILayout.MaxWidth(200))) + { + paginationInfo.firstIdxToShow -= numPerPage; + if (paginationInfo.firstIdxToShow < 0) paginationInfo.firstIdxToShow = 0; + } + } + if (lastToDisplay < gows.Count) + { + if (GUILayout.Button(" Next ", GUILayout.MaxWidth(200))) + { + paginationInfo.firstIdxToShow += numPerPage; + if (paginationInfo.firstIdxToShow >= gows.Count) paginationInfo.firstIdxToShow = gows.Count - 1; + if (paginationInfo.firstIdxToShow < 0) paginationInfo.firstIdxToShow = 0; + } + } + + } + EditorGUILayout.EndHorizontal(); + + EditorGUI.indentLevel -= 1; + } + EditorGUI.indentLevel -= 1; + GUILayout.Space(15); + EditorGUILayout.Separator(); + } + + int GetLODLevelForRenderer(Renderer r) + { + if (r != null) + { + LODGroup lodGroup = r.GetComponentInParent(); + if (lodGroup != null) + { + LOD[] lods = lodGroup.GetLODs(); + for (int lodIdx = 0; lodIdx < lods.Length; lodIdx++) + { + Renderer[] rs = lods[lodIdx].renderers; + for (int j = 0; j < rs.Length; j++) + { + if (rs[j] == r) + { + return lodIdx; + } + } + } + } + } + return 0; + } + + void listMaterialsInScene() + { + if (!ValidateGroupByFields()) return; + if (groupByOptionFilters == null) + { + populateGroupByFilters(); + } + + List gbfs = new List(); + for (int i = 0; i < groupByFilterIdxs.Length; i++) + { + if (groupByFilterIdxs[i] != 0) + { + gbfs.Add(groupByOptionFilters[groupByFilterIdxs[i]]); + } + } + filters = gbfs.ToArray(); + + //Get All Objects Already In a list of objects to be combined + EditorUtility.DisplayProgressBar("Analysing Scene", "Finding Existing MeshBakers In Scene", .1f); + MB3_MeshBakerRoot[] allBakers = (MB3_MeshBakerRoot[]) MBVersion.FindSceneObjectsOfType(typeof(MB3_MeshBakerRoot)); + HashSet objectsAlreadyIncludedInBakers = new HashSet(); + for (int i = 0; i < allBakers.Length; i++) + { + List objsToCombine = allBakers[i].GetObjectsToCombine(); + for (int j = 0; j < objsToCombine.Count; j++) + { + if (objsToCombine[j] != null) objectsAlreadyIncludedInBakers.Add(objsToCombine[j]); + } + } + + //collect all renderers in scene + List gameObjects = new List(); + Renderer[] rs = (Renderer[]) MBVersion.FindSceneObjectsOfType(typeof(Renderer)); + // Profile.StartProfile("listMaterialsInScene1"); + EditorUtility.DisplayProgressBar("Analysing Scene", "Collecting Renderers", .25f); + for (int i = 0; i < rs.Length; i++) + { + Renderer r = rs[i]; + if (r is MeshRenderer || r is SkinnedMeshRenderer) + { + if (r.GetComponent() != null) + { + continue; //don't add TextMeshes + } + GameObjectFilterInfo goaw = new GameObjectFilterInfo(r.gameObject, objectsAlreadyIncludedInBakers, filters); + if (goaw.materials.Length > 0) //don't consider renderers with no materials + { + gameObjects.Add(goaw); + EditorUtility.DisplayProgressBar("Analysing Scene", "Collecting Renderer For " + r.name, .1f); + } + } + } + + //analyse meshes + Dictionary meshAnalysisResultCache = new Dictionary(); + int totalVerts = 0; + for (int i = 0; i < gameObjects.Count; i++) + { + string rpt = String.Format("Processing {0} [{1} of {2}]", gameObjects[i].go.name, i, gameObjects.Count); + EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " A", .6f); + Mesh mm = MB_Utility.GetMesh(gameObjects[i].go); + int nVerts = 0; + if (mm != null) + { + nVerts += mm.vertexCount; + MB_Utility.MeshAnalysisResult mar; + if (!meshAnalysisResultCache.TryGetValue(mm.GetInstanceID(), out mar)) + { + + EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " Check Out Of Bounds UVs", .6f); + MB_Utility.hasOutOfBoundsUVs(mm, ref mar); + //Rect dummy = mar.uvRect; + MB_Utility.doSubmeshesShareVertsOrTris(mm, ref mar); + meshAnalysisResultCache.Add(mm.GetInstanceID(), mar); + } + if (mar.hasOutOfBoundsUVs) + { + int w = (int)mar.uvRect.width; + int h = (int)mar.uvRect.height; + gameObjects[i].outOfBoundsUVs = true; + gameObjects[i].warning.AppendLine(" [WARNING: has uvs outside the range (0,1) tex is tiled " + w + "x" + h + " times]"); + } + if (mar.hasOverlappingSubmeshVerts) + { + gameObjects[i].submeshesOverlap = true; + gameObjects[i].warning.AppendLine(" [WARNING: Submeshes share verts or triangles. 'Multiple Combined Materials' feature may not work.]"); + } + } + totalVerts += nVerts; + EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " Validate OBuvs Multi Material", .6f); + Renderer mr = gameObjects[i].go.GetComponent(); + if (!MB_Utility.AreAllSharedMaterialsDistinct(mr.sharedMaterials)) + { + gameObjects[i].warning.AppendLine(" [WARNING: Object uses same material on multiple submeshes. This may produce poor results when used with multiple materials or Consider Mesh UVs.]"); + } + } + + List objsNotAddedToBaker = new List(); + + + Dictionary>> gs2bakeGroupMap = sortIntoBakeGroups3(gameObjects, objsNotAddedToBaker, filters, splitAtlasesSoMeshesFit, atlasSize); + + sceneAnalysisResults = new List>(); + foreach (GameObjectFilterInfo gow in gs2bakeGroupMap.Keys) + { + List> gows = gs2bakeGroupMap[gow]; + for (int i = 0; i < gows.Count; i++) //if split atlases by what fits in atlas + { + sceneAnalysisResults.Add(gows[i]); + } + } + sceneAnalysisResultsFoldouts = new ResultPagination[sceneAnalysisResults.Count]; + + for (int i = 0; i < sceneAnalysisResults.Count; i++) + { + sceneAnalysisResultsFoldouts[i].nameOfNumToShowControl = "numToShow_" + i; + sceneAnalysisResultsFoldouts[i].foldoutIsOpen = true; + sceneAnalysisResultsFoldouts[i].numToShow = DEFAULT_NUM_TO_SHOW; + sceneAnalysisResultsFoldouts[i].numToShow_whenEditing = DEFAULT_NUM_TO_SHOW; + } + + if (writeReportFile) + { + string fileName = Application.dataPath + "/MeshBakerSceneAnalysisReport.txt"; + try + { + System.IO.File.WriteAllText(fileName, generateSceneAnalysisReport(gs2bakeGroupMap, objsNotAddedToBaker)); + Debug.Log(String.Format("Wrote scene analysis file to '{0}'. This file contains a list of all renderers and the materials/shaders that they use. It is designed to be opened with a spreadsheet.", fileName)); + } + catch (Exception e) + { + e.GetHashCode(); //supress compiler warning + Debug.Log("Failed to write file: " + fileName); + } + } + } + + string generateSceneAnalysisReport(Dictionary>> gs2bakeGroupMap, List objsNotAddedToBaker) + { + string outStr = "(Click me, if I am too big copy and paste me into a spreadsheet or text editor)\n";// Materials in scene " + shader2GameObjects.Keys.Count + " and the objects that use them:\n"; + outStr += "\t\tOBJECT NAME\tLIGHTMAP INDEX\tSTATIC\tOVERLAPPING SUBMESHES\tOUT-OF-BOUNDS UVs\tNUM MATS\tMATERIAL\tWARNINGS\n"; + + int totalVerts = 0; + string outStr2 = ""; + foreach (List> goss in gs2bakeGroupMap.Values) + { + for (int atlasIdx = 0; atlasIdx < goss.Count; atlasIdx++) + { + List gos = goss[atlasIdx]; + outStr2 = ""; + totalVerts = 0; + gos.Sort(); + for (int i = 0; i < gos.Count; i++) + { + totalVerts += gos[i].numVerts; + string matStr = ""; + Renderer mr = gos[i].go.GetComponent(); + foreach (Material mmm in mr.sharedMaterials) + { + matStr += "[" + mmm + "] "; + } + outStr2 += "\t\t" + gos[i].go.name + " (" + gos[i].numVerts + " verts)\t" + gos[i].lightmapIndex + "\t" + gos[i].isStatic + "\t" + gos[i].submeshesOverlap + "\t" + gos[i].outOfBoundsUVs + "\t" + gos[i].numMaterials + "\t" + matStr + "\t" + gos[i].warning + "\n"; + } + outStr2 = "\t" + gos[0].shaderName + " (" + totalVerts + " verts): \n" + outStr2; + outStr += outStr2; + } + } + if (objsNotAddedToBaker.Count > 0) + { + outStr += "Other objects\n"; + string shaderName = ""; + totalVerts = 0; + List gos1 = objsNotAddedToBaker; + gos1.Sort(); + outStr2 = ""; + for (int i = 0; i < gos1.Count; i++) + { + if (!shaderName.Equals(objsNotAddedToBaker[i].shaderName)) + { + outStr2 += "\t" + gos1[0].shaderName + "\n"; + shaderName = objsNotAddedToBaker[i].shaderName; + } + totalVerts += gos1[i].numVerts; + string matStr = ""; + Renderer mr = gos1[i].go.GetComponent(); + foreach (Material mmm in mr.sharedMaterials) + { + matStr += "[" + mmm + "] "; + } + outStr2 += "\t\t" + gos1[i].go.name + " (" + gos1[i].numVerts + " verts)\t" + gos1[i].lightmapIndex + "\t" + gos1[i].isStatic + "\t" + gos1[i].submeshesOverlap + "\t" + gos1[i].outOfBoundsUVs + "\t" + gos1[i].numMaterials + "\t" + matStr + "\t" + gos1[i].warning + "\n"; + } + outStr += outStr2; + } + + return outStr; + } + + bool MaterialsAreTheSame(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + HashSet aMats = new HashSet(); + for (int i = 0; i < a.materials.Length; i++) aMats.Add(a.materials[i]); + HashSet bMats = new HashSet(); + for (int i = 0; i < b.materials.Length; i++) bMats.Add(b.materials[i]); + return aMats.SetEquals(bMats); + } + + bool ShadersAreTheSame(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + HashSet aMats = new HashSet(); + for (int i = 0; i < a.shaders.Length; i++) aMats.Add(a.shaders[i]); + HashSet bMats = new HashSet(); + for (int i = 0; i < b.shaders.Length; i++) bMats.Add(b.shaders[i]); + return aMats.SetEquals(bMats); + } + + public static Dictionary>> sortIntoBakeGroups3(List gameObjects, List objsNotAddedToBaker, IGroupByFilter[] filters, bool splitAtlasesSoMeshesFit, int atlasSize) + { + + Dictionary>> gs2bakeGroupMap = new Dictionary>>(); + + List gos = gameObjects; + if (gos.Count < 1) return gs2bakeGroupMap; + + gos.Sort(); + List> l = null; + GameObjectFilterInfo key = gos[0]; + for (int i = 0; i < gos.Count; i++) + { + GameObjectFilterInfo goaw = gos[i]; + //compare with key and decide if we need a new list + for (int j = 0; j < filters.Length; j++) + { + if (filters[j] != null && filters[j].Compare(key, goaw) != 0) l = null; + } + if (l == null) + { + l = new List>(); + l.Add(new List()); + gs2bakeGroupMap.Add(gos[i], l); + key = gos[i]; + } + l[0].Add(gos[i]); + } + + //now that objects have been grouped by the sort criteria we can see how many atlases are needed + Dictionary>> gs2bakeGroupMap2 = new Dictionary>>(); + if (splitAtlasesSoMeshesFit) + { + foreach (GameObjectFilterInfo k in gs2bakeGroupMap.Keys) + { + List vs = gs2bakeGroupMap[k][0]; + List objsInGroup = new List(); + for (int i = 0; i < vs.Count; i++) + { + objsInGroup.Add(vs[i].go); + } + MB3_TextureCombiner tc = new MB3_TextureCombiner(); + tc.maxAtlasSize = atlasSize; + tc.packingAlgorithm = MB2_PackingAlgorithmEnum.MeshBakerTexturePacker; + tc.LOG_LEVEL = MB2_LogLevel.warn; + List packingResults = new List(); + Material tempResMat = k.materials[0]; //we don't write to the materials so can use this as the result material + MB_AtlasesAndRects tempAtlasesAndRects = new MB_AtlasesAndRects(); + if (tc.CombineTexturesIntoAtlases(null, tempAtlasesAndRects, tempResMat, objsInGroup, null, new List(), null, packingResults, + onlyPackRects:true, splitAtlasWhenPackingIfTooBig:false)) + { + List> atlasGroups = new List>(); + for (int i = 0; i < packingResults.Count; i++) + { + List ngos = new List(); + List matsData = (List)packingResults[i].data; + for (int j = 0; j < matsData.Count; j++) + { + for (int kk = 0; kk < matsData[j].objectsThatUse.Count; kk++) + { + GameObjectFilterInfo gofi = vs.Find(x => x.go == matsData[j].objectsThatUse[kk]); + //Debug.Assert(gofi != null); + ngos.Add(gofi); + } + } + ngos[0].atlasIndex = (short)i; + atlasGroups.Add(ngos); + } + gs2bakeGroupMap2.Add(k, atlasGroups); + } + else + { + gs2bakeGroupMap2.Add(k, gs2bakeGroupMap[k]); + } + } + } + else + { + gs2bakeGroupMap2 = gs2bakeGroupMap; + } + return gs2bakeGroupMap2; + } + + void createBakers(Dictionary> gs2bakeGroupMap, List objsNotAddedToBaker) + { + string s = ""; + int numBakers = 0; + int numObjsAdded = 0; + + if (generate_AssetsFolder == null || generate_AssetsFolder == "") + { + Debug.LogError("Need to choose a folder for saving the combined material assets."); + return; + } + + List singletonObjsNotAddedToBaker = new List(); + foreach (List gaw in gs2bakeGroupMap.Values) + { + if (gaw.Count > 1) + { + numBakers++; + numObjsAdded += gaw.Count; + createAndSetupBaker(gaw, generate_AssetsFolder); + s += " Created meshbaker for shader=" + gaw[0].shaderName + " lightmap=" + gaw[0].lightmapIndex + " OBuvs=" + gaw[0].outOfBoundsUVs + "\n"; + } + else + { + singletonObjsNotAddedToBaker.Add(gaw[0]); + } + } + s = "Created " + numBakers + " bakers. Added " + numObjsAdded + " objects\n" + s; + Debug.Log(s); + s = "Objects not added=" + objsNotAddedToBaker.Count + " objects that have unique material=" + singletonObjsNotAddedToBaker.Count + "\n"; + for (int i = 0; i < objsNotAddedToBaker.Count; i++) + { + s += " " + objsNotAddedToBaker[i].go.name + + " isStatic=" + objsNotAddedToBaker[i].isStatic + + " submeshesOverlap" + objsNotAddedToBaker[i].submeshesOverlap + + " numMats=" + objsNotAddedToBaker[i].numMaterials + "\n"; + } + for (int i = 0; i < singletonObjsNotAddedToBaker.Count; i++) + { + s += " " + singletonObjsNotAddedToBaker[i].go.name + " single\n"; + } + Debug.Log(s); + } + + void createAndSetupBaker(List gaws, string pthRoot) + { + for (int i = gaws.Count - 1; i >= 0; i--) + { + if (gaws[i].go == null) gaws.RemoveAt(i); + } + if (gaws.Count < 1) + { + Debug.LogError("No game objects."); + return; + } + + if (pthRoot == null || pthRoot == "") + { + Debug.LogError("Folder for saving created assets was not set."); + return; + } + + int numVerts = 0; + for (int i = 0; i < gaws.Count; i++) + { + if (gaws[i].go != null) + { + numVerts = gaws[i].numVerts; + } + } + + GameObject newMeshBaker = null; + if (numVerts >= 65535) + { + newMeshBaker = MB3_MultiMeshBakerEditor.CreateNewMeshBaker(); + } + else + { + newMeshBaker = MB3_MeshBakerEditor.CreateNewMeshBaker(); + } + + newMeshBaker.name = ("MeshBaker-" + gaws[0].shaderName + "-LM" + gaws[0].lightmapIndex).ToString().Replace("/", "-"); + + MB3_TextureBaker tb = newMeshBaker.GetComponent(); + MB3_MeshBakerCommon mb = tb.GetComponentInChildren(); + + tb.GetObjectsToCombine().Clear(); + for (int i = 0; i < gaws.Count; i++) + { + if (gaws[i].go != null && !tb.GetObjectsToCombine().Contains(gaws[i].go)) + { + tb.GetObjectsToCombine().Add(gaws[i].go); + } + } + + if (splitAtlasesSoMeshesFit) + { + tb.maxAtlasSize = atlasSize; + } + if (gaws[0].numMaterials > 1) + { + string pthMat = AssetDatabase.GenerateUniqueAssetPath(pthRoot + newMeshBaker.name + ".asset"); + MB3_TextureBakerEditorInternal.CreateCombinedMaterialAssets(tb, pthMat); + tb.doMultiMaterial = true; + SerializedObject tbr = new SerializedObject(tb); + SerializedProperty resultMaterials = tbr.FindProperty("resultMaterials"); + MB_TextureBakerEditorConfigureMultiMaterials.ConfigureMutiMaterialsFromObjsToCombine2(tb, resultMaterials, tbr); + } + else + { + string pthMat = AssetDatabase.GenerateUniqueAssetPath(pthRoot + newMeshBaker.name + ".asset"); + MB3_TextureBakerEditorInternal.CreateCombinedMaterialAssets(tb, pthMat); + } + if (gaws[0].isMeshRenderer) + { + mb.meshCombiner.settings.renderType = MB_RenderType.meshRenderer; + } + else + { + mb.meshCombiner.settings.renderType = MB_RenderType.skinnedMeshRenderer; + } + } + + void bakeAllBakersInScene() + { + MB3_MeshBakerRoot[] bakers = (MB3_MeshBakerRoot[]) MBVersion.FindSceneObjectsOfType(typeof(MB3_MeshBakerRoot)); + for (int i = 0; i < bakers.Length; i++) + { + if (bakers[i] is MB3_TextureBaker) + { + MB3_TextureBaker tb = (MB3_TextureBaker)bakers[i]; + tb.CreateAtlases(updateProgressBar, true, new MB3_EditorMethods()); + } + } + EditorUtility.ClearProgressBar(); + } + + public void updateProgressBar(string msg, float progress) + { + EditorUtility.DisplayProgressBar("Combining Meshes", msg, progress); + } + + bool ValidateGroupByFields() + { + bool foundNone = false; + for (int i = 0; i < groupByFilterIdxs.Length; i++) + { + if (groupByFilterIdxs[i] == 0) foundNone = true; //zero is the none selection + if (foundNone && groupByFilterIdxs[i] != 0) + { + Debug.LogError("All non-none values must be at the top of the group by list"); + return false; + } + } + for (int i = 0; i < groupByFilterIdxs.Length; i++) + { + for (int j = i + 1; j < groupByFilterIdxs.Length; j++) + { + if (groupByFilterIdxs[i] == groupByFilterIdxs[j] && groupByFilterIdxs[i] != 0) + { + Debug.LogError("Two of the group by options are the same."); + return false; + } + } + } + return true; + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAnalyseSceneTab.cs.meta b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAnalyseSceneTab.cs.meta new file mode 100644 index 0000000..65d8ede --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAnalyseSceneTab.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: b4dede5205ae9b44dbe7a898ae2d1e53 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MeshBakerEditorWindowAnalyseSceneTab.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerGrouperEditor.cs b/Assets/MeshBaker/Editor/MB3_MeshBakerGrouperEditor.cs new file mode 100644 index 0000000..5837f60 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerGrouperEditor.cs @@ -0,0 +1,553 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.IO; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; +using UnityEditor; + + +namespace DigitalOpus.MB.MBEditor +{ + + [CustomEditor(typeof(MB3_MeshBakerGrouper))] + [CanEditMultipleObjects] + public class MB3_MeshBakerGrouperEditor : Editor + { + + long lastBoundsCheckRefreshTime = 0; + + static GUIContent gc_ClusterType = new GUIContent("Cluster Type", "The scene will be divided into cells. Meshes in each cell will be grouped into a single mesh baker"); + static GUIContent gc_GridOrigin = new GUIContent("Origin", "The scene will be divided into cells. Meshes in each cell will be grouped into a single baker. This sets the origin for the clustering."); + static GUIContent gc_CellSize = new GUIContent("Cell Size", "The scene will be divided into a grid of cells. Meshes in each cell will be grouped into a single baker. This sets the size of the cells."); + static GUIContent gc_ClusterOnLMIndex = new GUIContent("Group By Lightmap Index", "Meshes sharing a lightmap index will be grouped together."); + static GUIContent gc_NumSegements = new GUIContent("Num Pie Segments", "Number of segments/slices in the pie."); + static GUIContent gc_PieAxis = new GUIContent("Pie Axis", "Scene will be divided into segments about this axis."); + static GUIContent gc_ClusterByLODLevel = new GUIContent("Cluster By LOD Level", "A baker will be created for each LOD level."); + static GUIContent gc_ClusterDistance = new GUIContent("Max Distance", "Source meshes closer than this value will be grouped into clusters."); + static GUIContent gc_IncludeCellsWithOnlyOneRenderer = new GUIContent("Include Cells With Only One Renderer", "There is no benefit in combining meshes with only one mesh except to adjust UVs to share an atlas."); + static GUIContent gc_Settings = new GUIContent("Use Shared Settings Asset", "Different bakers can share the same settings. If this field is None, then the settings below will be used."); + static GUIContent gc_PieRingSpacing = new GUIContent("Ring Spacing", "Pie segments will be divided into rings."); + static GUIContent gc_PieCombineAllInCenterRing = new GUIContent("Combine Center Ring Segments Together", "All segments in the centermost ring will be merged into a single segment."); + static GUIContent gc_ParentSceneObject = new GUIContent("Parent Scene Object","Must be a scene GameObject. Generated combined meshes will be children of this GameObject."); + static GUIContent gc_prefabOptions_outputFolder = new GUIContent("Prefab Output Folder", "Prefabs will be saved to this output folder."); + static GUIContent gc_prefabOptions_autoGeneratePrefabs = new GUIContent("Auto Generate Prefabs", "Configure each generated baker to use 'Bake Into Prefab' and generate a prefab in the output folder for the baker."); + static GUIContent gc_ButtonGenerateMeshBakers = new GUIContent("Generate Mesh Bakers", "Organize a TextureBakers objects to be combined into groups and generate a MeshBaker child for each group."); + static GUIContent gc_ButtonBakeAllChildMeshBakers = new GUIContent("Bake All Child MeshBakers", "Bake All Child MeshBakers of this object"); + static GUIContent gc_ButtonDeleteAllChildMeshBakers = new GUIContent("Delete All Child Mesh Bakers & Combined Meshes", "Delete All Child Mesh Bakers & Combined Meshes"); + + private SerializedObject grouper; + private SerializedProperty clusterType, gridOrigin, cellSize, clusterOnLMIndex, numSegments, pieAxis, clusterByLODLevel, + clusterDistance, includeCellsWithOnlyOneRenderer, mbSettings, mbSettingsAsset, pieRingSpacing, pieCombineAllInCenterRing, + prefabOptions_outputFolder, prefabOptions_autoGeneratePrefabs, parentSceneObject; + + private MB_MeshBakerSettingsEditor meshBakerSettingsMe; + private MB_MeshBakerSettingsEditor meshBakerSettingsExternal; + + public void OnEnable() + { + lastBoundsCheckRefreshTime = 0; + this.grouper = serializedObject; + + SerializedProperty d = grouper.FindProperty("data"); + + clusterType = grouper.FindProperty("clusterType"); + includeCellsWithOnlyOneRenderer = d.FindPropertyRelative("includeCellsWithOnlyOneRenderer"); + gridOrigin = d.FindPropertyRelative("origin"); + cellSize = d.FindPropertyRelative("cellSize"); + clusterOnLMIndex = d.FindPropertyRelative("clusterOnLMIndex"); + clusterByLODLevel = d.FindPropertyRelative("clusterByLODLevel"); + numSegments = d.FindPropertyRelative("pieNumSegments"); + pieAxis = d.FindPropertyRelative("pieAxis"); + clusterDistance = d.FindPropertyRelative("maxDistBetweenClusters"); + mbSettings = grouper.FindProperty("meshBakerSettings"); + mbSettingsAsset = grouper.FindProperty("meshBakerSettingsAsset"); + pieRingSpacing = d.FindPropertyRelative("ringSpacing"); + pieCombineAllInCenterRing = d.FindPropertyRelative("combineSegmentsInInnermostRing"); + + parentSceneObject = grouper.FindProperty("parentSceneObject"); + prefabOptions_outputFolder = grouper.FindProperty("prefabOptions_outputFolder"); + prefabOptions_autoGeneratePrefabs = grouper.FindProperty("prefabOptions_autoGeneratePrefabs"); + + meshBakerSettingsMe = new MB_MeshBakerSettingsEditor(); + meshBakerSettingsMe.OnEnable(mbSettings); + if (mbSettingsAsset.objectReferenceValue != null) + { + meshBakerSettingsExternal = new MB_MeshBakerSettingsEditor(); + UnityEngine.Object targetObj; + string propertyName; + ((MB3_MeshCombinerSettings)mbSettingsAsset.objectReferenceValue).GetMeshBakerSettingsAsSerializedProperty(out propertyName, out targetObj); + SerializedProperty meshBakerSettings = new SerializedObject(targetObj).FindProperty(propertyName); + meshBakerSettingsExternal.OnEnable(meshBakerSettings); + } + } + + public void OnDisable() + { + if (meshBakerSettingsMe != null) meshBakerSettingsMe.OnDisable(); + if (meshBakerSettingsExternal != null) meshBakerSettingsExternal.OnDisable(); + } + + public override void OnInspectorGUI() + { + grouper.Update(); + DrawGrouperInspector(); + if (GUILayout.Button(gc_ButtonGenerateMeshBakers)) + { + for(int tIdx = 0; tIdx < targets.Length; tIdx++) + { + GenerateMeshBakersEditor(targets[tIdx]); + } + } + + if (GUILayout.Button(gc_ButtonBakeAllChildMeshBakers)) + { + for (int tIdx = 0; tIdx < targets.Length; tIdx++) + { + _bakeAllChildMeshBakers(targets[tIdx], ref grouper); + } + } + + string buttonTextEnableRenderers = "Disable Renderers On All Child MeshBaker Source Objects"; + bool enableRenderers = false; + { + MB3_MeshBakerGrouper tbg = (MB3_MeshBakerGrouper)target; + MB3_MeshBakerCommon bc = tbg.GetComponentInChildren(); + if (bc != null && bc.GetObjectsToCombine().Count > 0) + { + GameObject go = bc.GetObjectsToCombine()[0]; + if (go != null && go.GetComponent() != null && go.GetComponent().enabled == false) + { + buttonTextEnableRenderers = "Enable Renderers On All Child MeshBaker Source Objects"; + enableRenderers = true; + } + } + } + + if (GUILayout.Button(buttonTextEnableRenderers)) + { + for (int tIdx = 0; tIdx < targets.Length; tIdx++) + { + EnableDisableRenderersEditor(targets[tIdx], enableRenderers); + } + } + + if (GUILayout.Button(gc_ButtonDeleteAllChildMeshBakers)) + { + if (EditorUtility.DisplayDialog("Delete Mesh Bakers", "Delete All Child Mesh Bakers?", "OK", "Cancel")) + { + for (int i = 0; i < targets.Length; i++) + { + MB3_MeshBakerGrouper tbg = (MB3_MeshBakerGrouper)targets[i]; + tbg.DeleteAllChildMeshBakers(); + } + } + } + + + if (DateTime.UtcNow.Ticks - lastBoundsCheckRefreshTime > 10000000) + { + MB3_TextureBaker tb = ((MB3_MeshBakerGrouper)target).GetComponent(); + if (tb != null) + { + MB3_MeshBakerGrouper tbg = (MB3_MeshBakerGrouper)target; + List gos = tb.GetObjectsToCombine(); + Bounds b = new Bounds(Vector3.zero, Vector3.one); + if (gos.Count > 0 && gos[0] != null && gos[0].GetComponent() != null) + { + b = gos[0].GetComponent().bounds; + } + for (int i = 0; i < gos.Count; i++) + { + if (gos[i] != null && gos[i].GetComponent() != null) + { + b.Encapsulate(gos[i].GetComponent().bounds); + } + } + + tbg.sourceObjectBounds = b; + lastBoundsCheckRefreshTime = DateTime.UtcNow.Ticks; + } + } + + grouper.ApplyModifiedProperties(); + } + + public void DrawGrouperInspector() + { + EditorGUILayout.HelpBox("This component groups meshes that are close together so they can be combined." + + " It generates multiple MB3_MeshBaker objects from the list of Objects To Be Combined in the MB3_TextureBaker component." + + " Objects that are close together will be grouped together and added to a new child MB3_MeshBaker object.\n\n" + + " TIP: Try the new agglomerative cluster type!", MessageType.Info); + + if (targets.Length > 1 && clusterType.intValue == (int)MB3_MeshBakerGrouper.ClusterType.agglomerative) + { + EditorGUILayout.HelpBox("Multi-Object Editing not supported for Agglomerative cluster type." + + " Behaviour will be unpredictable.", MessageType.Error); + } + + Transform pgo = (Transform)EditorGUILayout.ObjectField(gc_ParentSceneObject, parentSceneObject.objectReferenceValue, typeof(Transform), true); + if (pgo != null && MB_Utility.IsSceneInstance(pgo.gameObject)) + { + parentSceneObject.objectReferenceValue = pgo; + } + else + { + parentSceneObject.objectReferenceValue = null; + } + + EditorGUI.BeginChangeCheck(); + EditorGUILayout.PropertyField(clusterType, gc_ClusterType); + if (EditorGUI.EndChangeCheck()) + { + MB3_MeshBakerGrouper.ClusterType newClusterType = (MB3_MeshBakerGrouper.ClusterType)clusterType.intValue; + foreach (UnityEngine.Object selObj in targets) + { + if (selObj is MB3_MeshBakerGrouper) + { + MB3_MeshBakerGrouper selectedGrouper = (MB3_MeshBakerGrouper)selObj; + if (selectedGrouper.clusterType != newClusterType + || selectedGrouper.grouper == null + || selectedGrouper.grouper.GetClusterType() != newClusterType) + { + Undo.RecordObject(selectedGrouper, "Cluster Type Changed"); + selectedGrouper.CreateGrouper(newClusterType); + selectedGrouper.clusterType = newClusterType; + EditorUtility.SetDirty(selectedGrouper); + } + } + } + } + + // Drawing clusterType specific fields + { + MB3_MeshBakerGrouper tbg = (MB3_MeshBakerGrouper)target; + + MB3_TextureBaker tb = tbg.GetComponent(); + + // Confusion warning (don't use clusterType.enumValueIndex. It is the index in the list of display names. NOT the enum value) + if (clusterType.intValue == (int)MB3_MeshBakerGrouper.ClusterType.grid) + { + if (!(tbg.grouper is MB3_MeshBakerGrouperGrid)) + { + tbg.CreateGrouper((MB3_MeshBakerGrouper.ClusterType)clusterType.intValue); + } + + EditorGUILayout.PropertyField(gridOrigin, gc_GridOrigin); + EditorGUILayout.PropertyField(cellSize, gc_CellSize); + } + else if (clusterType.intValue == (int)MB3_MeshBakerGrouper.ClusterType.pie) + { + if (!(tbg.grouper is MB3_MeshBakerGrouperPie)) + { + tbg.CreateGrouper((MB3_MeshBakerGrouper.ClusterType)clusterType.intValue); + } + + EditorGUILayout.PropertyField(gridOrigin, gc_GridOrigin); + EditorGUILayout.PropertyField(numSegments, gc_NumSegements); + EditorGUILayout.PropertyField(pieAxis, gc_PieAxis); + EditorGUILayout.PropertyField(pieRingSpacing, gc_PieRingSpacing); + EditorGUILayout.PropertyField(pieCombineAllInCenterRing, gc_PieCombineAllInCenterRing); + } + else if (clusterType.intValue == (int)MB3_MeshBakerGrouper.ClusterType.agglomerative) + { + float dist = clusterDistance.floatValue; + float unModifiedDist = dist; + float maxDist = 100f; + float minDist = .000001f; + MB3_MeshBakerGrouperCluster cl = null; + if (tbg.grouper is MB3_MeshBakerGrouperCluster) + { + cl = (MB3_MeshBakerGrouperCluster)tbg.grouper; + } + else + { + tbg.CreateGrouper((MB3_MeshBakerGrouper.ClusterType)clusterType.intValue); + cl = (MB3_MeshBakerGrouperCluster)tbg.grouper; + } + if (tbg.data._lastMaxDistBetweenClusters != tbg.data.maxDistBetweenClusters) + { + float s, l; + ((MB3_MeshBakerGrouperCluster)tbg.grouper)._BuildListOfClustersToDraw(null, out s, out l, tbg.data); + tbg.data._lastMaxDistBetweenClusters = tbg.data.maxDistBetweenClusters; + } + + maxDist = tbg.data._ObjsExtents; + minDist = tbg.data._minDistBetweenClusters; + if (dist < minDist || dist > maxDist) + { + dist = Mathf.Lerp(minDist, maxDist, .5f); + } + + dist = EditorGUILayout.Slider(gc_ClusterDistance, dist, minDist, maxDist); + if (dist != unModifiedDist) + { + clusterDistance.floatValue = dist; + } + + string btnName = "Refresh Clusters"; + if (tbg.data.cluster == null || tbg.data.cluster.clusters == null || tbg.data.cluster.clusters.Length == 0) + { + btnName = "Click To Build Clusters"; + } + + if (GUILayout.Button(btnName)) + { + if (tbg.grouper is MB3_MeshBakerGrouperCluster) + { + MB3_MeshBakerGrouperCluster cg = (MB3_MeshBakerGrouperCluster)tbg.grouper; + if (tb != null) + { + cg.BuildClusters(tb.GetObjectsToCombine(), updateProgressBar, tbg.data); + EditorUtility.ClearProgressBar(); + Repaint(); + SceneView.RepaintAll(); + } + } + } + } + else if (clusterType.intValue == (int)MB3_MeshBakerGrouper.ClusterType.none) + { + if (!(tbg.grouper is MB3_MeshBakerGrouperPie)) + { + tbg.CreateGrouper((MB3_MeshBakerGrouper.ClusterType)clusterType.intValue); + } + } + } + + EditorGUILayout.PropertyField(clusterOnLMIndex, gc_ClusterOnLMIndex); + EditorGUILayout.PropertyField(clusterByLODLevel, gc_ClusterByLODLevel); + EditorGUILayout.PropertyField(includeCellsWithOnlyOneRenderer, gc_IncludeCellsWithOnlyOneRenderer); + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Prefab Output Settings", EditorStyles.boldLabel); + EditorGUILayout.PropertyField(prefabOptions_autoGeneratePrefabs, gc_prefabOptions_autoGeneratePrefabs); + + { + EditorGUI.BeginDisabledGroup(!prefabOptions_autoGeneratePrefabs.boolValue); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(prefabOptions_outputFolder, gc_prefabOptions_outputFolder); + bool pathIsValid; + string errorMessage; + { + string path = prefabOptions_outputFolder.stringValue; + prefabOptions_outputFolder.stringValue = + MB3_MeshBakerEditorFunctionsCore.SanitizeAndMakeFullPathRelativeToAssetsFolderAndValidate(path, out errorMessage, out pathIsValid); + Debug.Assert(errorMessage != null, "ErrorMessage should never be null"); + } + + if (GUILayout.Button("Browse")) + { + string path = EditorUtility.OpenFolderPanel("Browse For Output Folder", "", ""); + path = MB_BatchPrefabBakerEditorFunctionsCore.ConvertFullPathToProjectRelativePath(path); + prefabOptions_outputFolder.stringValue = path; + } + EditorGUILayout.EndHorizontal(); + + if (prefabOptions_autoGeneratePrefabs.boolValue && + !pathIsValid) + { + EditorGUILayout.HelpBox(errorMessage, MessageType.Error); + } + EditorGUI.EndDisabledGroup(); + } + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Mesh Baker Settings", EditorStyles.boldLabel); + EditorGUILayout.HelpBox("These settings will be shared by all created child MeshBaker components.", MessageType.Info); + + UnityEngine.Object oldObjVal = mbSettingsAsset.objectReferenceValue; + EditorGUILayout.PropertyField(mbSettingsAsset, gc_Settings); + + + { + MB3_MeshBakerGrouper tbg = (MB3_MeshBakerGrouper)target; + + MB3_TextureBaker tb = tbg.GetComponent(); + + bool doingTextureArrays = false; + if (tb != null && tb.textureBakeResults != null) + doingTextureArrays = tb.textureBakeResults.resultType == MB2_TextureBakeResults.ResultType.textureArray; + if (mbSettingsAsset.objectReferenceValue == null) + { + meshBakerSettingsMe.DrawGUI(tbg.meshBakerSettings, true, doingTextureArrays); + } + else + { + if (meshBakerSettingsExternal == null || oldObjVal != mbSettingsAsset.objectReferenceValue) + { + if (meshBakerSettingsExternal == null) + meshBakerSettingsExternal = new MB_MeshBakerSettingsEditor(); + UnityEngine.Object targetObj; + string propertyName; + ((MB3_MeshCombinerSettings)mbSettingsAsset.objectReferenceValue).GetMeshBakerSettingsAsSerializedProperty(out propertyName, out targetObj); + SerializedProperty meshBakerSettings = new SerializedObject(targetObj).FindProperty(propertyName); + meshBakerSettingsExternal.OnEnable(meshBakerSettings); + } + + meshBakerSettingsExternal.DrawGUI( + ((MB3_MeshCombinerSettings)mbSettingsAsset.objectReferenceValue).data, false, doingTextureArrays); + } + } + } + + /// + /// Organize a TextureBakers objects to be combined into groups and generate a MeshBaker child for each group. + /// + public static void GenerateMeshBakersEditor(UnityEngine.Object currTarget) + { + if (currTarget is MB3_MeshBakerGrouper) + { + MB3_MeshBakerGrouper mbg = (MB3_MeshBakerGrouper)currTarget; + { + bool proceed = true; + if (mbg.prefabOptions_autoGeneratePrefabs) + { + { + string errorMessage; + bool pathIsValid; + mbg.prefabOptions_outputFolder = + MB3_MeshBakerEditorFunctionsCore.SanitizeAndMakeFullPathRelativeToAssetsFolderAndValidate( + mbg.prefabOptions_outputFolder, out errorMessage, out pathIsValid); + if (!pathIsValid) + { + Debug.LogError(errorMessage); + Debug.LogError("If " + gc_prefabOptions_autoGeneratePrefabs.text + " is enabled, you must provide an output folder. Prefabs will be saved in this folder."); + proceed = false; + } + } + } + + if (proceed) + { + List newBakers = mbg.GenerateMeshBakers(); + if (newBakers.Count > 0) DoGeneratePrefabsIfNecessary(mbg, newBakers); + } + } + } + else + { + Debug.LogError("Argument must be of type MeshBakerGrouper to use this function"); + } + + } + + private static void DoGeneratePrefabsIfNecessary(MB3_MeshBakerGrouper grouper, List newBakers) + { + if (!grouper.prefabOptions_autoGeneratePrefabs && + !grouper.prefabOptions_mergeOutputIntoSinglePrefab) return; + { + string errorMessage; + bool pathIsValid; + grouper.prefabOptions_outputFolder = + MB3_MeshBakerEditorFunctionsCore.SanitizeAndMakeFullPathRelativeToAssetsFolderAndValidate( + grouper.prefabOptions_outputFolder, out errorMessage, out pathIsValid); + if (!pathIsValid) + { + Debug.LogError(errorMessage); + return; + } + } + + if (grouper.prefabOptions_autoGeneratePrefabs) + { + for (int i = 0; i < newBakers.Count; i++) + { + MB3_MeshBakerCommon baker = newBakers[i]; + string path = grouper.prefabOptions_outputFolder; + + // Generate a new prefab name + string prefabName = baker.name.Replace("MeshBaker", "CombinedMesh"); + prefabName = prefabName.Replace(" ", "_"); + prefabName = prefabName.Replace(",", "_"); + prefabName = prefabName.Trim(Path.GetInvalidFileNameChars()); + prefabName = prefabName.Trim(Path.GetInvalidPathChars()); + + string pathName = AssetDatabase.GenerateUniqueAssetPath(path + "/" + prefabName + ".prefab"); + if (pathName == null || pathName.Length == 0) + { + Debug.LogError("Could not generate prefab " + prefabName + " in folder " + path + ". There is something wrong with the path or prefab name."); + continue; + } + + // Generate a new prefab + GameObject go = new GameObject(baker.name); + GameObject pf = MBVersionEditor.PrefabUtility_CreatePrefab(pathName, go); + + // Configure the baker to bake into the prefab + baker.resultPrefab = pf; + baker.resultPrefabLeaveInstanceInSceneAfterBake = true; + baker.meshCombiner.outputOption = MB2_OutputOptions.bakeIntoPrefab; + + MB_Utility.Destroy(go); + } + } + } + + private static void _bakeAllChildMeshBakers(UnityEngine.Object target, ref SerializedObject grouper) + { + MB3_MeshBakerGrouper tbg = (MB3_MeshBakerGrouper)target; + try + { + Transform parent = tbg.parentSceneObject; + MB3_MeshBakerCommon[] mBakers = tbg.GetComponentsInChildren(); + for (int i = 0; i < mBakers.Length; i++) + { + bool createdDummyMaterialBakeResult; + if (parent != null) + { + mBakers[i].parentSceneObject = parent; + } + if (grouper.targetObject == tbg) + { + MB3_MeshBakerEditorFunctions.BakeIntoCombined(mBakers[i], out createdDummyMaterialBakeResult, ref grouper); + } + else + { + MB3_MeshBakerEditorFunctions.BakeIntoCombined(mBakers[i], out createdDummyMaterialBakeResult); + } + } + } + catch (Exception ex) + { + Debug.LogError(ex.Message + "\n" + ex.StackTrace.ToString()); + } + finally + { + EditorUtility.ClearProgressBar(); + } + } + + /// + /// Enables/Disables the renderers on the source objects + /// + public static void EnableDisableRenderersEditor(UnityEngine.Object target, bool enableRenderers) + { + MB3_MeshBakerGrouper tbg = (MB3_MeshBakerGrouper)target; + try + { + MB3_MeshBakerCommon[] mBakers = tbg.GetComponentsInChildren(); + for (int i = 0; i < mBakers.Length; i++) + { + mBakers[i].EnableDisableSourceObjectRenderers(enableRenderers); + } + } + catch (Exception ex) + { + Debug.LogError(ex.Message + "\n" + ex.StackTrace.ToString()); + } + finally + { + EditorUtility.ClearProgressBar(); + } + } + + public bool updateProgressBar(string msg, float progress) + { + //EditorUtility.DisplayProgressBar("Creating Clusters", msg, progress); + return EditorUtility.DisplayCancelableProgressBar("Creating Clusters", msg, progress); + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerGrouperEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_MeshBakerGrouperEditor.cs.meta new file mode 100644 index 0000000..d1b2c7c --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerGrouperEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 8627c7a515355354798d5990a965619e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MeshBakerGrouperEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsAssetEditor.cs b/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsAssetEditor.cs new file mode 100644 index 0000000..1cdd01e --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsAssetEditor.cs @@ -0,0 +1,44 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Specialized; +using System.Collections.Generic; +using System.Text.RegularExpressions; + +using DigitalOpus.MB.Core; +using UnityEditor; + +namespace DigitalOpus.MB.MBEditor +{ + [CustomEditor(typeof(MB3_MeshCombinerSettings))] + public class MB3_MeshBakerSettingsAssetEditor : Editor + { + + private SerializedObject settingsSerializedObj; + private SerializedProperty mbSettings; + private MB_MeshBakerSettingsEditor meshBakerSettingsEditor; + + public void OnEnable() + { + settingsSerializedObj = new SerializedObject(target); + mbSettings = settingsSerializedObj.FindProperty("data"); + meshBakerSettingsEditor = new MB_MeshBakerSettingsEditor(); + meshBakerSettingsEditor.OnEnable(mbSettings); + } + + public override void OnInspectorGUI() + { + MB3_MeshCombinerSettings tbg = (MB3_MeshCombinerSettings)target; + settingsSerializedObj.Update(); + EditorGUILayout.HelpBox("This asset can be shared by many Mesh Bakers and MultiMeshBakers. Drag this " + + " asset to the 'Use Shared Settings' field of any Mesh Baker", MessageType.Info); + meshBakerSettingsEditor.DrawGUI(tbg.data, true, false); + settingsSerializedObj.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsAssetEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsAssetEditor.cs.meta new file mode 100644 index 0000000..fedea3e --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsAssetEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: b79b3cba502aa134ca22cc156985b07e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MeshBakerSettingsAssetEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsEditor.cs b/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsEditor.cs new file mode 100644 index 0000000..f34ddc7 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsEditor.cs @@ -0,0 +1,231 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Specialized; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +using UnityEditor; + +namespace DigitalOpus.MB.MBEditor +{ + + public class MB_MeshBakerSettingsEditor + { + private static GUIContent + gc_renderTypeGUIContent = new GUIContent("Renderer", "The type of renderer to add to the combined mesh."), + gc_lightmappingOptionGUIContent = new GUIContent("Lightmapping UVs", "preserve current lightmapping: Use this if all source objects are lightmapped and you want to preserve it. All source objects must use the same lightmap.\n\n" + + "generate new UV Layout: Use this if you want to bake a lightmap after the combined mesh has been generated\n\n" + + "copy UV2 unchanged: Use this if UV2 is being used for something other than lightmaping.\n\n" + + "ignore UV2: A UV2 channel will not be generated for the combined mesh\n\n" + + "copy UV2 unchanged to separate rects: Use this if your meshes include a custom lightmap that you want to use with the combined mesh.\n\n"), + gc_clearBuffersAfterBakeGUIContent = new GUIContent("Clear Buffers After Bake", "Frees memory used by the MeshCombiner. Set to false if you want to update the combined mesh at runtime."), + gc_doNormGUIContent = new GUIContent("Include Normals"), + gc_doTanGUIContent = new GUIContent("Include Tangents"), + gc_doColGUIContent = new GUIContent("Include Colors"), + gc_doBlendShapeGUIContent = new GUIContent("Include Blend Shapes"), + gc_doUVGUIContent = new GUIContent("Include UV"), + gc_doUV3GUIContent = new GUIContent("Include UV3"), + gc_doUV4GUIContent = new GUIContent("Include UV4"), + + gc_doUV5GUIContent = new GUIContent("Include UV5"), + gc_doUV6GUIContent = new GUIContent("Include UV6"), + gc_doUV7GUIContent = new GUIContent("Include UV7"), + gc_doUV8GUIContent = new GUIContent("Include UV8"), + + gc_uv2HardAngleGUIContent = new GUIContent(" UV2 Hard Angle", "Angles greater than 'hard angle' in degrees will be split."), + gc_uv2PackingMarginUV3GUIContent = new GUIContent(" UV2 Packing Margin", "The margin between islands in the UV layout measured in UV coordinates (0..1) not pixels"), + gc_PivotLocationType = new GUIContent("Pivot Location Type", "Centers the verticies of the mesh about the render bounds center and translates the game object. This makes the combined meshes easier to work with. There is a performance and memory allocation cost to this so if you are frequently baking meshes at runtime disable it."), + gc_PivotLocation = new GUIContent("Pivot Location"), + gc_OptimizeAfterBake = new GUIContent("Optimize After Bake", "This does the same thing that 'Optimize' does on the ModelImporter."), + gc_AssignMeshCusomizer = new GUIContent("Assign To Mesh Customizer", "This is a custom script that can be used to alter data just before channels are assigned to the mesh." + + " It could be used for example to inject a Texture Array slice index into mesh coordinate (uv.z or colors.a)."), + gc_smrNoExtraBonesWhenCombiningMeshRenderers = new GUIContent("No Extra Bones For Mesh Renderers", "If a MeshRenderer is a child of another bone in the hierarchy (e.g. a sword is a child of a hand bone), then the MeshRenderer's vertices " + + " will be merged with the parent bone's vertices eliminating the extra bone (the sword becomes part of the hand). This reduces the bone count, but the MeshRenderer can never be moved independently of its parent.\n\n" + + "If you want some bones merged and some bones Independent, then move the 'Independent' bones in the hierarchy so that they are not descendants of other bones before baking. They can be re-parented after baking."), + gc_smrMergeBlendShapesWithSameNames = new GUIContent("Merge Blend Shapes With Same Names", "Enable this if you are combining multiple skinned meshes on a single rig (mixing and matching different body part variations and clothes) and the body parts have the " + + " same blend shape names. The combined mesh will preserve the original blend shape names. All blend shapes with the same name will activate in lockstep\n\n" + + "Disable this if you are combining multiple characters into a single combined skinned mesh and want to be able to activate the blend shapes on the different characters independently. " + + " the blend shapes will be re-named. Use the MB_BlendShape2CombinedMap component to control which blend shape activate."), + gc_meshAPItoUse = new GUIContent("Mesh API", + "Unity provides two APIs for baking meshes.\n\n" + + " Simple API: This is an older simpler API for meshes. This is the only API available before Unity 2020.2. In most cases it is slower, but is slightly faster for baking skinned meshes and Show-Hide operations.\n\n" + + " Native Array API (beta): This is a newer, usually faster API that uses NativeArrays. The Unity version must be 2020.2 or newer to use this. In most cases it is faster, but can be slower when baking skinned meshes. It should become faster in the future as most enhancements will happen with this API." +); + + private SerializedProperty doNorm, doTan, doUV, doUV3, doUV4, doUV5, doUV6, doUV7, doUV8, doCol, + doBlendShapes, lightmappingOption, renderType, clearBuffersAfterBake, + uv2OutputParamsPackingMargin, uv2OutputParamsHardAngle, pivotLocationType, + pivotLocation, optimizeAfterBake, assignToMeshCustomizer, + meshAPItoUse; + private SerializedProperty smrNoExtraBonesWhenCombiningMeshRenderers, smrMergeBlendShapesWithSameNames; + private MB_EditorStyles editorStyles = new MB_EditorStyles(); + + /// + /// This is the regular init method that should usually be used + /// + /// Should be the MB_IMeshBakerSettingsData implementor + public void OnEnable(SerializedProperty meshBakerSettingsData) + { + _InitCommon(meshBakerSettingsData); + } + + public void OnDisable() + { + editorStyles.DestroyTextures(); + } + + private void _InitCommon(SerializedProperty combiner) + { + renderType = combiner.FindPropertyRelative("_renderType"); + lightmappingOption = combiner.FindPropertyRelative("_lightmapOption"); + doNorm = combiner.FindPropertyRelative("_doNorm"); + doTan = combiner.FindPropertyRelative("_doTan"); + doUV = combiner.FindPropertyRelative("_doUV"); + doUV3 = combiner.FindPropertyRelative("_doUV3"); + doUV4 = combiner.FindPropertyRelative("_doUV4"); + doUV5 = combiner.FindPropertyRelative("_doUV5"); + doUV6 = combiner.FindPropertyRelative("_doUV6"); + doUV7 = combiner.FindPropertyRelative("_doUV7"); + doUV8 = combiner.FindPropertyRelative("_doUV8"); + doCol = combiner.FindPropertyRelative("_doCol"); + doBlendShapes = combiner.FindPropertyRelative("_doBlendShapes"); + uv2OutputParamsPackingMargin = combiner.FindPropertyRelative("_uv2UnwrappingParamsPackMargin"); + uv2OutputParamsHardAngle = combiner.FindPropertyRelative("_uv2UnwrappingParamsHardAngle"); + pivotLocationType = combiner.FindPropertyRelative("_pivotLocationType"); + pivotLocation = combiner.FindPropertyRelative("_pivotLocation"); + optimizeAfterBake = combiner.FindPropertyRelative("_optimizeAfterBake"); + assignToMeshCustomizer = combiner.FindPropertyRelative("_assignToMeshCustomizer"); + smrNoExtraBonesWhenCombiningMeshRenderers = combiner.FindPropertyRelative("_smrNoExtraBonesWhenCombiningMeshRenderers"); + smrMergeBlendShapesWithSameNames = combiner.FindPropertyRelative("_smrMergeBlendShapesWithSameNames"); + clearBuffersAfterBake = combiner.FindPropertyRelative("_clearBuffersAfterBake"); + meshAPItoUse = combiner.FindPropertyRelative("_meshAPItoUse"); + editorStyles.Init(); + } + + public void DrawGUI(MB_IMeshBakerSettings momm, bool settingsEnabled, bool doingTextureArrays) + { + EditorGUILayout.BeginVertical(editorStyles.editorBoxBackgroundStyle); + GUI.enabled = settingsEnabled; + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(doNorm, gc_doNormGUIContent); + EditorGUILayout.PropertyField(doTan, gc_doTanGUIContent); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(doUV, gc_doUVGUIContent); + EditorGUILayout.PropertyField(doUV3, gc_doUV3GUIContent); + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(doUV4, gc_doUV4GUIContent); + EditorGUILayout.PropertyField(doUV5, gc_doUV5GUIContent); + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(doUV6, gc_doUV6GUIContent); + EditorGUILayout.PropertyField(doUV7, gc_doUV7GUIContent); + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(doUV8, gc_doUV8GUIContent); + EditorGUILayout.PropertyField(doCol, gc_doColGUIContent); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.PropertyField(doBlendShapes, gc_doBlendShapeGUIContent); + + if (momm.lightmapOption == MB2_LightmapOptions.generate_new_UV2_layout) + { + EditorGUILayout.HelpBox("Generating new lightmap UVs can split vertices which can push the number of vertices over the 64k limit.", MessageType.Warning); + } + + EditorGUILayout.PropertyField(lightmappingOption, gc_lightmappingOptionGUIContent); + if (momm.lightmapOption == MB2_LightmapOptions.generate_new_UV2_layout || + momm.lightmapOption == MB2_LightmapOptions.copy_UV2_unchanged_to_separate_rects) + { + if (momm.lightmapOption == MB2_LightmapOptions.generate_new_UV2_layout) + { + EditorGUILayout.PropertyField(uv2OutputParamsHardAngle, gc_uv2HardAngleGUIContent); + } + EditorGUILayout.PropertyField(uv2OutputParamsPackingMargin, gc_uv2PackingMarginUV3GUIContent); + EditorGUILayout.Separator(); + } + + UnityEngine.Object obj = null; + obj = assignToMeshCustomizer.objectReferenceValue; + + + EditorGUILayout.PropertyField(renderType, gc_renderTypeGUIContent); + + + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(clearBuffersAfterBake, gc_clearBuffersAfterBakeGUIContent); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.PropertyField(pivotLocationType, gc_PivotLocationType); + // Confusion warning (don't use pivotLocationType.enumValueIndex. It is the index in the list of display names. NOT the enum value) + if (pivotLocationType.intValue == (int) MB_MeshPivotLocation.customLocation) + { + EditorGUILayout.PropertyField(pivotLocation, gc_PivotLocation); + } + EditorGUILayout.PropertyField(optimizeAfterBake, gc_OptimizeAfterBake); + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Skinned Mesh Renderer Settings", EditorStyles.boldLabel); + EditorGUI.BeginDisabledGroup((MB_RenderType)renderType.intValue != MB_RenderType.skinnedMeshRenderer); + EditorGUILayout.PropertyField(smrNoExtraBonesWhenCombiningMeshRenderers, gc_smrNoExtraBonesWhenCombiningMeshRenderers); + EditorGUILayout.PropertyField(smrMergeBlendShapesWithSameNames, gc_smrMergeBlendShapesWithSameNames); + EditorGUI.EndDisabledGroup(); + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Advanced Settings", EditorStyles.boldLabel); + + // Don't use a PropertyField because we may not be able to use the assigned object. It may not implement requried interface. + + if (doingTextureArrays) + { + bool useNewNativeArrayAPI = meshAPItoUse.intValue == (int) MB_MeshCombineAPIType.betaNativeArrayAPI; + string error = null; + if (assignToMeshCustomizer.objectReferenceValue == null) + { + error = "The Textures were baked into Texture Arrays. You probaly need to a customizer here" + + " to embed the slice index in the mesh. You can use one of the included customizers or write your own. " + + "See the example customizers in MeshBaker/Scripts/AssignToMeshCustomizers."; + } else if (useNewNativeArrayAPI && !(assignToMeshCustomizer.objectReferenceValue is IAssignToMeshCustomizer_NativeArrays)) + { + error = "This Mesh Baker is configured to use Unity's new NativeArray API. This AssignToMeshCustomizer works with Unity's " + + "old API. You need an AssignToMeshCustomizer that implements IAssignToMeshCustomizer_NativeArrays. " + + "See the example customizers in MeshBaker/Scripts/AssignToMeshCustomizers."; + } else if (!useNewNativeArrayAPI && !(assignToMeshCustomizer.objectReferenceValue is IAssignToMeshCustomizer_SimpleAPI)) + { + error = "This Mesh Baker is configured to use Unity's old Mesh API. This AssignToMeshCustomizer works with Unity's " + + "new NativeArray API. You need an AssignToMeshCustomizer that implements IAssignToMeshCustomizer. " + + "See the example customizers in MeshBaker/Scripts/AssignToMeshCustomizers."; + } + + if (error != null) + { + EditorGUILayout.HelpBox(error, MessageType.Error); + } + } + obj = EditorGUILayout.ObjectField(gc_AssignMeshCusomizer, obj, typeof(UnityEngine.Object), true); + if (obj == null || !(obj is IAssignToMeshCustomizer)) + { + assignToMeshCustomizer.objectReferenceValue = null; + } + else + { + assignToMeshCustomizer.objectReferenceValue = obj; + } + + EditorGUILayout.PropertyField(meshAPItoUse, gc_meshAPItoUse); + + GUI.enabled = true; + EditorGUILayout.EndVertical(); + + } + } +} diff --git a/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsEditor.cs.meta new file mode 100644 index 0000000..30f7518 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MeshBakerSettingsEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 82ca664c08ee65a42938adb59475f380 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MeshBakerSettingsEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_MultiMeshBakerEditor.cs b/Assets/MeshBaker/Editor/MB3_MultiMeshBakerEditor.cs new file mode 100644 index 0000000..b8cbdb5 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MultiMeshBakerEditor.cs @@ -0,0 +1,78 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Specialized; +using System.Collections.Generic; +using System.Text.RegularExpressions; + +using UnityEditor; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + [CustomEditor(typeof(MB3_MultiMeshBaker))] + [CanEditMultipleObjects] + public class MB3_MultiMeshBakerEditor : Editor + { + MB3_MeshBakerEditorInternal mbe = new MB3_MeshBakerEditorInternal(); + [MenuItem(@"GameObject/Create Other/Mesh Baker/TextureBaker and MultiMeshBaker", false, 100)] + public static GameObject CreateNewMeshBaker() + { + MB3_TextureBaker[] mbs = (MB3_TextureBaker[]) MBVersion.FindSceneObjectsOfType(typeof(MB3_TextureBaker)); + Regex regex = new Regex(@"\((\d+)\)$", RegexOptions.Compiled | RegexOptions.CultureInvariant); + int largest = 0; + try + { + for (int i = 0; i < mbs.Length; i++) + { + Match match = regex.Match(mbs[i].name); + if (match.Success) + { + int val = Convert.ToInt32(match.Groups[1].Value); + if (val >= largest) + largest = val + 1; + } + } + } + catch (Exception ex) + { + if (ex == null) ex = null; //Do nothing supress compiler warning + } + GameObject nmb = new GameObject("TextureBaker (" + largest + ")"); + nmb.transform.position = Vector3.zero; + MB3_TextureBaker tb = nmb.AddComponent(); + tb.packingAlgorithm = MB2_PackingAlgorithmEnum.MeshBakerTexturePacker; + MB3_MeshBakerGrouper mbg = nmb.AddComponent(); + GameObject meshBaker = new GameObject("MultiMeshBaker"); + MB3_MultiMeshBaker mmb = meshBaker.AddComponent(); + mmb.meshCombiner.settingsHolder = mbg; + meshBaker.transform.parent = nmb.transform; + + return nmb; + } + + void OnEnable() + { + mbe.OnEnable(serializedObject); + } + + void OnDisable() + { + mbe.OnDisable(); + } + + public override void OnInspectorGUI() + { + mbe.OnInspectorGUI(serializedObject, (MB3_MeshBakerCommon)target, targets, typeof(MB3_MeshBakerEditorWindow)); + } + + + } +} + + diff --git a/Assets/MeshBaker/Editor/MB3_MultiMeshBakerEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_MultiMeshBakerEditor.cs.meta new file mode 100644 index 0000000..4dd3070 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_MultiMeshBakerEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: e5238fa3cc273c740a7860c0aadcacf2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_MultiMeshBakerEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_SearchFilters.cs b/Assets/MeshBaker/Editor/MB3_SearchFilters.cs new file mode 100644 index 0000000..ee94655 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_SearchFilters.cs @@ -0,0 +1,365 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; +using System.Text; +using System.Linq; +using static DigitalOpus.MB.MBEditor.GameObjectFilterInfo; + +namespace DigitalOpus.MB.MBEditor +{ + + public interface IGroupByFilter + { + + /// + /// this name appears in the dropdown list. + /// + /// The name. + string GetName(); + + /// + /// returns a description of the game object for this filter + /// eg. renderType=MeshFilter + /// + /// The description. + /// Fi. + string GetDescription(GameObjectFilterInfo fi); + + /// + /// For sorting Similar to IComparer.Compare + /// + int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b); + } + + [Serializable] + public class GameObjectFilterInfo : IComparable + { + + public enum TransparentOrOpaque + { + NotApplicable = -1, + Opaque = 0, + Cutout = 1, + Fade = 2, + Transparent = 3, + } + + public enum URPBlendMode // called SurfaceType in URP + { + Opaque = 0, + Transparent = 1 + } + + public enum HDRPBlendMode // called SurfaceType in HDRP + { + Opaque = 0, + Transparent = 1 + } + + public int[] URPBlendMode_2_StandardBlendMode = new int[] + { + (int) TransparentOrOpaque.Opaque, + (int) TransparentOrOpaque.Transparent + }; + + public int[] HDRPBlendMode_2_StandardBlendMode = new int[] + { + (int) TransparentOrOpaque.Opaque, + (int) TransparentOrOpaque.Transparent + }; + + public enum MetallicOrSpecular + { + NotApplicable = -1, + Specular = 0, + Metallic = 1 + } + + + public GameObject go; + public string shaderName = ""; + public Shader[] shaders = null; //distinct set of shaders used + + + public string materialName = ""; + public Material[] materials = null; //disinct set of materials used + public string standardShaderBlendModesName = ""; + public string metallicOrSpecularName = ""; + public TransparentOrOpaque[] transparencies = null; + public MetallicOrSpecular[] metallicOrSpeculars = null; + public bool outOfBoundsUVs = false; + public bool submeshesOverlap = false; + public bool alreadyInBakerList = false; + public string setOfMaps; + public int numMaterials = 1; + public int lightmapIndex = -1; + public int layerIndex = -1; + public int numVerts = 0; + public bool isStatic = false; + public bool isMeshRenderer = true; + public StringBuilder warning = new StringBuilder(); + public short atlasIndex = 0; + + IGroupByFilter[] filters; + + + public int CompareTo(System.Object obj) + { + if (obj is GameObjectFilterInfo) + { + GameObjectFilterInfo gobj = (GameObjectFilterInfo)obj; + int gb; + + for (int i = 0; i < filters.Length; i++) + { + if (filters[i] != null) + { + gb = filters[i].Compare(this, gobj); + if (gb != 0) return gb; + } + } + } + return 0; + } + + public GameObjectFilterInfo(GameObject g, HashSet objsAlreadyInBakers, IGroupByFilter[] filts) + { + go = g; + Renderer r = MB_Utility.GetRenderer(g); + //material = r.sharedMaterial; + //if (material != null) shader = material.shader; + HashSet matsSet = new HashSet(); + HashSet shaderSet = new HashSet(); + if (r is SkinnedMeshRenderer) isMeshRenderer = false; + else isMeshRenderer = true; + materials = r.sharedMaterials; + //shaders = new Shader[materials.Length]; + for (int i = 0; i < materials.Length; i++) + { + if (materials[i] != null) + { + matsSet.Add(materials[i]); + shaderSet.Add(materials[i].shader); + } + } + materials = new Material[matsSet.Count]; + matsSet.CopyTo(materials); + shaders = new Shader[shaderSet.Count]; + transparencies = new TransparentOrOpaque[matsSet.Count]; + metallicOrSpeculars = new MetallicOrSpecular[matsSet.Count]; + + shaderSet.CopyTo(shaders); + + Array.Sort(materials, new NameComparer()); + Array.Sort(shaders, new NameComparer()); + + List standardShaderBlendModesNameSet = new List(); + List metallicSpecularNameSet = new List(); + for (int i = 0; i < materials.Length; i++) + { + { + if (materials[i].renderQueue > (int)UnityEngine.Rendering.RenderQueue.GeometryLast) + { + transparencies[i] = TransparentOrOpaque.Transparent; + } + else + { + transparencies[i] = TransparentOrOpaque.Opaque; + } + } + + if (materials[i].shader.name.StartsWith("Standard")) + { + { + if (materials[i].HasProperty("_SpecGlossMap") || materials[i].HasProperty("_SpecColor")) + { + metallicOrSpeculars[i] = MetallicOrSpecular.Specular; + } + else + { + metallicOrSpeculars[i] = MetallicOrSpecular.Metallic; + } + } + + } + else if (materials[i].shader.name.StartsWith("Universal Render Pipeline") && materials[i].HasProperty("_Surface")) + { + { + // Check URP blend mode (opaque, transparent) + int surfaceMode = (int)materials[i].GetFloat("_Surface"); + if (surfaceMode < 0 || surfaceMode > (int)URPBlendMode.Transparent) + { + Debug.LogError("Unsupported surface mode, were more surface modes added to the URP?"); + surfaceMode = Mathf.Clamp(surfaceMode, (int)URPBlendMode.Opaque, (int)URPBlendMode.Transparent); + } + } + + { + // Check URP workflow (specular, transparent) + if (materials[i].HasProperty("_WorkflowMode")) + { + if (materials[i].GetFloat("_WorkflowMode") == (int)MetallicOrSpecular.Specular) + { + metallicOrSpeculars[i] = MetallicOrSpecular.Specular; + } + else + { + metallicOrSpeculars[i] = MetallicOrSpecular.Metallic; + } + } + else if (materials[i].HasProperty("_Metallic")) + { + metallicOrSpeculars[i] = MetallicOrSpecular.Metallic; + } + else + { + metallicOrSpeculars[i] = MetallicOrSpecular.NotApplicable; + } + + } + } + else if (materials[i].shader.name.StartsWith("HDRP") && materials[i].HasProperty("_SurfaceType")) + { + int surfaceMode = (int)materials[i].GetFloat("_SurfaceType"); + if (surfaceMode < 0 || surfaceMode > (int)HDRPBlendMode.Transparent) + { + Debug.LogError("Unsupported surface mode, were more surface modes added to the HDRP?"); + surfaceMode = Mathf.Clamp(surfaceMode, (int)HDRPBlendMode.Opaque, (int)HDRPBlendMode.Transparent); + } + + metallicOrSpeculars[i] = MetallicOrSpecular.Metallic; // HDRP is always metallic + } + else + { + metallicOrSpeculars[i] = MetallicOrSpecular.NotApplicable; + } + + if (!standardShaderBlendModesNameSet.Contains(transparencies[i].ToString())) + { + standardShaderBlendModesNameSet.Add(transparencies[i].ToString()); + } + + if (!metallicSpecularNameSet.Contains(metallicOrSpeculars[i].ToString())) + { + metallicSpecularNameSet.Add(metallicOrSpeculars[i].ToString()); + } + + materialName += (materials[i] == null ? "null" : materials[i].name); + if (i < materials.Length - 1) materialName += ","; + } + + standardShaderBlendModesName = ""; + standardShaderBlendModesNameSet.Sort(); + foreach (string modeName in standardShaderBlendModesNameSet) + { + standardShaderBlendModesName += modeName + ","; + } + + metallicOrSpecularName = ""; + metallicSpecularNameSet.Sort(); + foreach (string permutationName in metallicSpecularNameSet) + { + metallicOrSpecularName += permutationName + ","; + } + + for (int i = 0; i < shaders.Length; i++) + { + shaderName += (shaders[i] == null ? "null" : shaders[i].name); + if (i < shaders.Length - 1) shaderName += ","; + } + + { + List listOfMaps = new List(); + + for (int i = 0; i < materials.Length; i++) + { + listOfMaps.Clear(); + List texPropertyNamesList = new List(); + List customPropNames_Unused = new List(); + MBVersion.CollectPropertyNames(texPropertyNamesList, + MB3_TextureCombinerPipeline.shaderTexPropertyNames, + customPropNames_Unused, + materials[i], + MB2_LogLevel.info); + + string[] propertyNames = texPropertyNamesList.Select(stp => stp.name).ToArray(); + + foreach (string propName in propertyNames) + { + if (listOfMaps.Contains(propName)) + { + // Already added, don't add again + } + else if ( MB3_TextureCombinerPipeline.shaderTexPropertiesToExclude.Contains(propName)) + { + // Don't add + } + else + { + if (materials[i].HasProperty(propName) && materials[i].GetTexture(propName) != null) + { + listOfMaps.Add(propName); + } + } + } + } + + listOfMaps.Sort(); + if (listOfMaps.Count == 0) + { + setOfMaps = "None"; + } + else + { + setOfMaps = string.Join(", ", listOfMaps); + } + } + + lightmapIndex = r.lightmapIndex; + Mesh mesh = MB_Utility.GetMesh(g); + numVerts = 0; + if (mesh != null) + { + numVerts = mesh.vertexCount; + } + isStatic = go.isStatic; + numMaterials = materials.Length; + warning = new StringBuilder(); + alreadyInBakerList = objsAlreadyInBakers.Contains(g); + outOfBoundsUVs = false; + submeshesOverlap = false; + filters = filts; + layerIndex = g.layer; + } + + public string GetDescription(IGroupByFilter[] groupBy, GameObjectFilterInfo fi) + { + string desc = ""; + if (groupBy != null) + { + for (int i = 0; i < groupBy.Length; i++) + { + desc += groupBy[i].GetDescription(fi) + " "; + } + return desc; + } + else + { + return "todo"; + } + } + + private class NameComparer : Comparer + { + public override int Compare(UnityEngine.Object a, UnityEngine.Object b) + { + return a.name.CompareTo(b.name); + } + } + } +} + + + diff --git a/Assets/MeshBaker/Editor/MB3_SearchFilters.cs.meta b/Assets/MeshBaker/Editor/MB3_SearchFilters.cs.meta new file mode 100644 index 0000000..7546c31 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_SearchFilters.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 435b539c6ab6a4346bc6c56e18046e1b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_SearchFilters.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_TextureBakerEditor.cs b/Assets/MeshBaker/Editor/MB3_TextureBakerEditor.cs new file mode 100644 index 0000000..7e5632e --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_TextureBakerEditor.cs @@ -0,0 +1,41 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Specialized; +using System.Collections.Generic; +using System.Text.RegularExpressions; + +using UnityEditor; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + [CustomEditor(typeof(MB3_TextureBaker))] + [CanEditMultipleObjects] + public class MB3_TextureBakerEditor : Editor + { + + MB3_TextureBakerEditorInternal tbe = new MB3_TextureBakerEditorInternal(); + + void OnEnable() + { + tbe.OnEnable(serializedObject); + } + + void OnDisable() + { + tbe.OnDisable(); + } + + public override void OnInspectorGUI() + { + tbe.DrawGUI(serializedObject, (MB3_TextureBaker)target, targets, typeof(MB3_MeshBakerEditorWindow)); + } + + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/MB3_TextureBakerEditor.cs.meta b/Assets/MeshBaker/Editor/MB3_TextureBakerEditor.cs.meta new file mode 100644 index 0000000..8b95535 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_TextureBakerEditor.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 26f57cf1f0be79d4f995b90509950e0f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_TextureBakerEditor.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB3_TextureBakerEditorInternal.cs b/Assets/MeshBaker/Editor/MB3_TextureBakerEditorInternal.cs new file mode 100644 index 0000000..c78d19d --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_TextureBakerEditorInternal.cs @@ -0,0 +1,605 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Specialized; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using DigitalOpus.MB.Core; + +using UnityEditor; + + +namespace DigitalOpus.MB.MBEditor +{ + public class MB3_TextureBakerEditorInternal + { + public static bool IsCombiningTexture + { + private set; + get; + } + + public class MultiMatSubmeshInfo + { + public Shader shader; + public GameObjectFilterInfo.TransparentOrOpaque stdBlendMode = GameObjectFilterInfo.TransparentOrOpaque.NotApplicable; + + public MultiMatSubmeshInfo(Shader s, Material m) + { + shader = s; + if (m.shader.name.StartsWith("Standard") && m.HasProperty("_Mode")) + { + stdBlendMode = (GameObjectFilterInfo.TransparentOrOpaque)m.GetFloat("_Mode"); + } + else + { + stdBlendMode = GameObjectFilterInfo.TransparentOrOpaque.NotApplicable; + } + } + + public override bool Equals(object obj) + { + MultiMatSubmeshInfo b = (MultiMatSubmeshInfo)obj; + return (stdBlendMode == b.stdBlendMode && shader == b.shader); + } + + public override int GetHashCode() + { + return shader.GetHashCode() ^ (int)stdBlendMode; + } + } + + public class MeshSubmeshMaterial + { + public Mesh mesh; + public Material srcMat; + public int submesh; + public bool obUVs; + public GameObject srcGameObj; + + public MeshSubmeshMaterial(Mesh mesh, Material srcMat, int submesh, bool obUVs, GameObject srcGo) + { + this.mesh = mesh; + this.srcMat = srcMat; + this.submesh = submesh; + this.obUVs = obUVs; + this.srcGameObj = srcGo; + } + + public override bool Equals(object obj) + { + var material = obj as MeshSubmeshMaterial; + return material != null && + EqualityComparer.Default.Equals(mesh, material.mesh) && + EqualityComparer.Default.Equals(srcMat, material.srcMat) && + submesh == material.submesh && + obUVs == material.obUVs; + } + + public override int GetHashCode() + { + var hashCode = -1560254091; + hashCode = hashCode * -1521134295 + EqualityComparer.Default.GetHashCode(mesh); + hashCode = hashCode * -1521134295 + EqualityComparer.Default.GetHashCode(srcMat); + hashCode = hashCode * -1521134295 + submesh.GetHashCode(); + hashCode = hashCode * -1521134295 + obUVs.GetHashCode(); + return hashCode; + } + } + + //add option to exclude skinned mesh renderer and mesh renderer in filter + //example scenes for multi material + + internal static GUIContent insertContent = new GUIContent("+", "add a material"); + internal static GUIContent deleteContent = new GUIContent("-", "delete a material"); + internal static GUILayoutOption buttonWidth = GUILayout.MaxWidth(20f); + public static GUIContent noneContent = new GUIContent(""); + + //private SerializedObject textureBaker; + internal SerializedProperty logLevel, textureBakeResults, maxTilingBakeSize, maxAtlasSize, + doMultiMaterial, doMultiMaterialSplitAtlasesIfTooBig, doMultiMaterialIfOBUVs, considerMeshUVs, resultMaterial, resultMaterials, atlasPadding, + resizePowerOfTwoTextures, customShaderProperties, texturePropNamesToIgnore, objsToMesh, texturePackingAlgorithm, layerTexturePackerFastMesh, maxAtlasWidthOverride, maxAtlasHeightOverride, useMaxAtlasWidthOverride, useMaxAtlasHeightOverride, + forcePowerOfTwoAtlas, considerNonTextureProperties, sortOrderAxis, resultType, + resultMaterialsTexArray, textureArrayOutputFormats; + + internal bool resultMaterialsFoldout = true; + internal bool showInstructions = false; + internal bool showContainsReport = true; + + private int objsToBeCombined_CurrentPage = 1; + private int objsToBecombined_NumPerPage = 50; + + internal MB_EditorStyles editorStyles = new MB_EditorStyles(); + + Color buttonColor = new Color(.8f, .8f, 1f, 1f); + + internal static GUIContent + createPrefabAndMaterialLabelContent = new GUIContent("Create Empty Assets For Combined Material", "Creates a material asset and a 'MB2_TextureBakeResult' asset. You should set the shader on the material. Mesh Baker uses the Texture properties on the material to decide what atlases need to be created. The MB2_TextureBakeResult asset should be used in the 'Texture Bake Result' field."), + logLevelContent = new GUIContent("Log Level"), + openToolsWindowLabelContent = new GUIContent("Open Tools For Adding Objects", "Use these tools to find out what can be combined, discover possible problems with meshes, and quickly add objects."), + fixOutOfBoundsGUIContent = new GUIContent("Consider Mesh UVs", "Textures copied to the atlas will be clipped to the mesh UV rectangle as well as the texture material tiling. This can have two effects:\n\n" + + "1) If the mesh only uses a small rectangle of it's source texture (atlas) then only that small rectangle will be copied to the atlas.\n\n" + + "2) If the mesh has uvs outside the 0,1 range (tiling) then this tiling will be copied to the atlas."), + resizePowerOfTwoGUIContent = new GUIContent("Resize Power-Of-Two Textures", "Shrinks textures so they have a clear border of width 'Atlas Padding' around them. Improves texture packing efficiency."), + customShaderPropertyNamesGUIContent = new GUIContent("Custom Shader Property Names", "Mesh Baker has a list of common texture properties that it looks for in shaders to generate atlases. Custom shaders may have texture properties not on this list. Add them here and Mesh Baker will generate atlases for them."), + gc_texturePropNamesToIgnore = new GUIContent("Texture Properties To Ignore", "A list of material texture properties to ignore. Atlases will not be generated for these properties. Some materials have textures that are not positioned on the mesh using UV coordinates (for example cell shader color ramps or LUTs). Usually atlases should not be created for these properties."), + combinedMaterialsGUIContent = new GUIContent("Combined Materials", "Use the +/- buttons to add multiple combined materials. You will also need to specify which materials on the source objects map to each combined material."), + textureArrayCombinedMaterialFoldoutGUIContent = new GUIContent("Texture Array Combined Materials", "Use the +/- buttons to add texture array materials. You will also need to specify which materials on the source objects map to each texture array slice."), + maxTilingBakeSizeGUIContent = new GUIContent("Max Tiling Bake Size", "This is the maximum size tiling textures will be baked to."), + maxAtlasSizeGUIContent = new GUIContent("Max Atlas Size", "This is the maximum size of the atlas. If the atlas is larger than this, textures being added will be shrunk."), + + objectsToCombineGUIContent = new GUIContent("Objects To Be Combined", "These can be prefabs or scene objects. They must be game objects with Renderer components, not the parent objects. Materials on these objects will baked into the combined material(s)"), + textureBakeResultsGUIContent = new GUIContent("Texture Bake Result", "This asset contains a mapping of materials to UV rectangles in the atlases. It is needed to create combined meshes or adjust meshes so they can use the combined material(s). Create it using 'Create Empty Assets For Combined Material'. Drag it to the 'Texture Bake Result' field to use it."), + texturePackingAgorithmGUIContent = new GUIContent("Texture Packer", "Unity's PackTextures: Atlases are always a power of two. Can crash when trying to generate large atlases. \n\n" + + "Mesh Baker Texture Packer: Atlases will be most efficient size and shape (not limited to a power of two). More robust for large atlases. \n\n" + + "Mesh Baker Texture Packer Fast: Same as Mesh Baker Texture Packer but creates atlases on the graphics card using RenderTextures instead of the CPU. Source textures can be compressed. May not be pixel perfect. \n\n" + + "Mesh Baker Texture Packer Horizontal (Experimental): Packs all images vertically to allow horizontal-only UV-tiling.\n\n" + + "Mesh Baker Texture Packer Vertical (Experimental): Packs all images horizontally other to allow vertical-only UV-tiling.\n\n" + + "Mesh Baker Texture Packer Fast V2 (Experimental): A rewrite of 'Mesh Baker Texture Packer Fast' that is compatible with URP and HDRP and even faster.\n\n"), + + layerTexturePackerFastMeshGUIContent = new GUIContent("Atlas Render Layer", "Bad 'Atlas Render Layer' value. The atlas is rendered using a MeshRenderer in the scene. This MeshRenderer needs to be on a layer that is not used by any other renderers. If there are other renderers on this layer, those renderers could render in front of the atlas, which would ruin it."), + configAtlasMultiMatsFromObjsContent = new GUIContent("Build Source To Combined Mapping From \n Objects To Be Combined", "This will group the materials on your source objects by shader and create one source to combined mapping for each shader found. For example if combining trees, then all the materials with the same bark shader will be grouped togther and all the materials with the same leaf material will be grouped together. You can adjust the results afterwards. \n\nIf Consider Mesh UVs is NOT checked, then submeshes with UVs outside 0,0..1,1 will be mapped to their own submesh regardless of shader."), + configAtlasTextureSlicesFromObjsContent = new GUIContent("Build Texture Array Slices From \n Objects To Be Combined", "This will group the materials on your source objects by shader and create slices. Objects with out-of-bounds UVs will be put on their own slice. You can adjust the results afterwards."), + forcePowerOfTwoAtlasContent = new GUIContent("Force Power-Of-Two Atlas", "Forces atlas x and y dimensions to be powers of two with aspect ratio 1:1,1:2 or 2:1. Unity recommends textures be a power of two for everything but GUI textures."), + considerNonTexturePropertiesContent = new GUIContent("Blend Non-Texture Properties", "Will blend non-texture properties such as _Color, _Glossiness with the textures. Objects with different non-texture property values will be copied into different parts of the atlas even if they use the same textures. This feature requires that TextureBlenders " + + "exist for the result material shader. It is easy to extend Mesh Baker by writing custom TextureBlenders. Default TextureBlenders exist for: \n" + + " - Standard \n" + + " - Diffuse \n" + + " - Bump Diffuse\n"), + gc_SortAlongAxis = new GUIContent("Sort Along Axis", "Transparent materials often require that triangles be rendered far to near. Game Objects will be sorted along this axis. Triangles will be added to the combined mesh in this order."), + gc_DoMultiMaterialSplitAtlasesIfTooBig = new GUIContent("Split Atlases If Textures Don't Fit", ""), + gc_DoMultiMaterialSplitAtlasesIfOBUVs = new GUIContent("Put Meshes With Out Of Bounds UV On Submesh", ""), + gc_overrideMaxAtlasWidth = new GUIContent("Override Max Atlas Width", "Set the maximum width of the atlas to this."), + gc_overrideMaxAtlasHeight = new GUIContent("Override Max Atlas Height", "Set the maximum height of the atlas to this."), + gc_useMaxAtlasWidthOverride = new GUIContent("Use Max Width Override", "Force the atlas width to not exceed the override value"), + gc_useMaxAtlasHeightOverride = new GUIContent("Use Max Height Override", "Force the atlas width to not exceed the override value"), + gc_atlasPadding = new GUIContent("Atlas Padding", "Number of pixels to pad around the edge of the atlas."); + + protected string layerTexturePackerFastMeshMessage; + + + [MenuItem("GameObject/Create Other/Mesh Baker/TextureBaker", false, 100)] + public static void CreateNewTextureBaker() + { + MB3_TextureBaker[] mbs = (MB3_TextureBaker[]) MBVersion.FindSceneObjectsOfType(typeof(MB3_TextureBaker)); + Regex regex = new Regex(@"\((\d+)\)$", RegexOptions.Compiled | RegexOptions.CultureInvariant); + int largest = 0; + try + { + for (int i = 0; i < mbs.Length; i++) + { + Match match = regex.Match(mbs[i].name); + if (match.Success) + { + int val = Convert.ToInt32(match.Groups[1].Value); + if (val >= largest) + largest = val + 1; + } + } + } + catch (Exception ex) + { + if (ex == null) ex = null; //Do nothing supress compiler warning + } + GameObject nmb = new GameObject("TextureBaker (" + largest + ")"); + nmb.transform.position = Vector3.zero; + nmb.AddComponent(); + MB3_TextureBaker tb = nmb.AddComponent(); + tb.packingAlgorithm = MB2_PackingAlgorithmEnum.MeshBakerTexturePacker; + } + + void _init(SerializedObject textureBaker) + { + //textureBaker = new SerializedObject(target); + logLevel = textureBaker.FindProperty("LOG_LEVEL"); + doMultiMaterial = textureBaker.FindProperty("_doMultiMaterial"); + doMultiMaterialSplitAtlasesIfTooBig = textureBaker.FindProperty("_doMultiMaterialSplitAtlasesIfTooBig"); + doMultiMaterialIfOBUVs = textureBaker.FindProperty("_doMultiMaterialSplitAtlasesIfOBUVs"); + considerMeshUVs = textureBaker.FindProperty("_fixOutOfBoundsUVs"); + resultMaterial = textureBaker.FindProperty("_resultMaterial"); + resultMaterials = textureBaker.FindProperty("resultMaterials"); + atlasPadding = textureBaker.FindProperty("_atlasPadding"); + resizePowerOfTwoTextures = textureBaker.FindProperty("_resizePowerOfTwoTextures"); + customShaderProperties = textureBaker.FindProperty("_customShaderProperties"); + texturePropNamesToIgnore = textureBaker.FindProperty("_texturePropNamesToIgnore"); + objsToMesh = textureBaker.FindProperty("objsToMesh"); + maxTilingBakeSize = textureBaker.FindProperty("_maxTilingBakeSize"); + maxAtlasSize = textureBaker.FindProperty("_maxAtlasSize"); + maxAtlasWidthOverride = textureBaker.FindProperty("_maxAtlasWidthOverride"); + maxAtlasHeightOverride = textureBaker.FindProperty("_maxAtlasHeightOverride"); + useMaxAtlasWidthOverride = textureBaker.FindProperty("_useMaxAtlasWidthOverride"); + useMaxAtlasHeightOverride = textureBaker.FindProperty("_useMaxAtlasHeightOverride"); + textureBakeResults = textureBaker.FindProperty("_textureBakeResults"); + texturePackingAlgorithm = textureBaker.FindProperty("_packingAlgorithm"); + layerTexturePackerFastMesh = textureBaker.FindProperty("_layerTexturePackerFastMesh"); + forcePowerOfTwoAtlas = textureBaker.FindProperty("_meshBakerTexturePackerForcePowerOfTwo"); + considerNonTextureProperties = textureBaker.FindProperty("_considerNonTextureProperties"); + sortOrderAxis = textureBaker.FindProperty("sortAxis"); + resultType = textureBaker.FindProperty("_resultType"); + resultMaterialsTexArray = textureBaker.FindProperty("resultMaterialsTexArray"); + textureArrayOutputFormats = textureBaker.FindProperty("textureArrayOutputFormats"); + } + + public void OnEnable(SerializedObject textureBaker) + { + _init(textureBaker); + if (editorStyles == null) editorStyles = new MB_EditorStyles(); + editorStyles.Init(); + + } + + public void OnDisable() + { + editorStyles.DestroyTextures(); + } + + public void DrawGUI(SerializedObject textureBaker, MB3_TextureBaker momm, UnityEngine.Object[] targets, System.Type editorWindow) + { + if (textureBaker == null) + { + return; + } + textureBaker.Update(); + + + showInstructions = EditorGUILayout.Foldout(showInstructions, "Instructions:"); + if (showInstructions) + { + EditorGUILayout.HelpBox("1. Add scene objects or prefabs to combine. For best results these should use the same shader as Combined Mesh Material.\n\n" + + "2. Create Empty Assets for Combined Mesh Material(s)\n\n" + + "3. Check that shader on Combined Mesh Material(s) are correct.\n\n" + + "4. Bake materials into Combined Mesh Material(s).\n\n" + + "5. Look at warnings/errors in console. Decide if action needs to be taken.\n\n" + + "6. You are now ready to bake combined meshes or batch bake prefabs.", UnityEditor.MessageType.None); + + } + + EditorGUILayout.PropertyField(logLevel, logLevelContent); + EditorGUILayout.Separator(); + + // Selected objects + EditorGUILayout.BeginVertical(editorStyles.editorBoxBackgroundStyle); + EditorGUILayout.LabelField("Objects To Be Combined", EditorStyles.boldLabel); + if (GUILayout.Button(openToolsWindowLabelContent)) + { + MB3_MeshBakerEditorWindow mmWin = (MB3_MeshBakerEditorWindow) EditorWindow.GetWindow(editorWindow); + mmWin.SetTarget((MB3_MeshBakerRoot) momm); + } + + object[] objs = MB3_EditorMethods.DropZone("Drag & Drop Renderers or Parents\n" + "HERE\n" + + "to add objects to be combined", 300, 50); + MB3_EditorMethods.AddDroppedObjects(objs, momm.GetObjectsToCombine()); + MB_PaginatedList.GenerateObjectsToBeCombinedList(objsToMesh, ref objsToBeCombined_CurrentPage, ref objsToBecombined_NumPerPage); + EditorGUILayout.Separator(); + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Select Objects In Scene")) + { + List selectedBakers = _getBakersFromTargets(targets); + List obsToCombine = new List(); + + foreach (MB3_TextureBaker baker in selectedBakers) obsToCombine.AddRange(baker.GetObjectsToCombine()); + Selection.objects = obsToCombine.ToArray(); + if (momm.GetObjectsToCombine().Count > 0) + { + SceneView.lastActiveSceneView.pivot = momm.GetObjectsToCombine()[0].transform.position; + } + + } + if (GUILayout.Button(gc_SortAlongAxis)) + { + MB3_MeshBakerRoot.ZSortObjects sorter = new MB3_MeshBakerRoot.ZSortObjects(); + sorter.sortAxis = sortOrderAxis.vector3Value; + sorter.SortByDistanceAlongAxis(momm.GetObjectsToCombine()); + } + EditorGUILayout.PropertyField(sortOrderAxis, GUIContent.none); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.EndVertical(); + + + // output + EditorGUILayout.Separator(); + EditorGUILayout.LabelField("Output", EditorStyles.boldLabel); + + EditorGUILayout.PropertyField(resultType); + + if (GUILayout.Button(createPrefabAndMaterialLabelContent)) + { + List selectedBakers = _getBakersFromTargets(targets); + string newPrefabPath = EditorUtility.SaveFilePanelInProject("Asset name", "", "asset", "Enter a name for the baked texture results"); + if (newPrefabPath != null) + { + for (int i = 0; i < selectedBakers.Count; i++) + { + CreateCombinedMaterialAssets(selectedBakers[i], newPrefabPath, i == 0 ? true : false); + } + } + } + + EditorGUILayout.PropertyField(textureBakeResults, textureBakeResultsGUIContent); + if (textureBakeResults.objectReferenceValue != null) + { + showContainsReport = EditorGUILayout.Foldout(showContainsReport, "Shaders & Materials Contained"); + if (showContainsReport) + { + EditorGUILayout.HelpBox(((MB2_TextureBakeResults)textureBakeResults.objectReferenceValue).GetDescription(), MessageType.Info); + } + } + + // Confusion warning (don't use resultType.enumValueIndex. It is the index in the list of display names. NOT the enum value) + if (resultType.intValue == (int) MB2_TextureBakeResults.ResultType.textureArray) + { + MB_TextureBakerConfigureTextureArrays.DrawTextureArrayConfiguration(momm, textureBaker, this); + } + else + { + EditorGUILayout.PropertyField(doMultiMaterial, new GUIContent("Multiple Combined Materials")); + + if (momm.doMultiMaterial) + { + MB_TextureBakerEditorConfigureMultiMaterials.DrawMultipleMaterialsMappings(momm, textureBaker, this); + } + else + { + EditorGUILayout.PropertyField(resultMaterial, new GUIContent("Combined Mesh Material")); + } + } + + // settings + int labelWidth = 200; + EditorGUILayout.Separator(); + EditorGUILayout.BeginVertical(editorStyles.editorBoxBackgroundStyle); + EditorGUILayout.LabelField("Material Bake Options", EditorStyles.boldLabel); + + DrawPropertyFieldWithLabelWidth(atlasPadding, gc_atlasPadding, labelWidth); + DrawPropertyFieldWithLabelWidth(maxAtlasSize, maxAtlasSizeGUIContent, labelWidth); + DrawPropertyFieldWithLabelWidth(resizePowerOfTwoTextures, resizePowerOfTwoGUIContent, labelWidth); + DrawPropertyFieldWithLabelWidth(maxTilingBakeSize, maxTilingBakeSizeGUIContent, labelWidth); + EditorGUI.BeginDisabledGroup(momm.doMultiMaterial); + DrawPropertyFieldWithLabelWidth(considerMeshUVs, fixOutOfBoundsGUIContent, labelWidth); + EditorGUI.EndDisabledGroup(); + if (texturePackingAlgorithm.intValue == (int)MB2_PackingAlgorithmEnum.MeshBakerTexturePacker || + texturePackingAlgorithm.intValue == (int)MB2_PackingAlgorithmEnum.MeshBakerTexturePacker_Fast || + texturePackingAlgorithm.intValue == (int)MB2_PackingAlgorithmEnum.MeshBakerTexturePaker_Fast_V2_Beta) + { + DrawPropertyFieldWithLabelWidth(forcePowerOfTwoAtlas, forcePowerOfTwoAtlasContent, labelWidth); + } + DrawPropertyFieldWithLabelWidth(considerNonTextureProperties, considerNonTexturePropertiesContent, labelWidth); + if (texturePackingAlgorithm.intValue == (int)MB2_PackingAlgorithmEnum.UnitysPackTextures) + { + EditorGUILayout.HelpBox("Unity's texture packer has memory problems and frequently crashes the editor.", MessageType.Warning); + } + EditorGUILayout.PropertyField(texturePackingAlgorithm, texturePackingAgorithmGUIContent); + if (MB3_TextureCombinerPipeline.USE_EXPERIMENTAL_HOIZONTALVERTICAL) + { + // Confusion warning (don't use texturePackingAlgorithm.enumValueIndex. It is the index in the list of display names. NOT the enum value) + if (texturePackingAlgorithm.intValue == (int)MB2_PackingAlgorithmEnum.MeshBakerTexturePacker_Horizontal) + { + + EditorGUILayout.PropertyField(useMaxAtlasWidthOverride, gc_useMaxAtlasWidthOverride); + if (!useMaxAtlasWidthOverride.boolValue) EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.PropertyField(maxAtlasWidthOverride, gc_overrideMaxAtlasWidth); + if (!useMaxAtlasWidthOverride.boolValue) EditorGUI.EndDisabledGroup(); + } + else if (texturePackingAlgorithm.intValue == (int)MB2_PackingAlgorithmEnum.MeshBakerTexturePacker_Vertical) + { + EditorGUILayout.PropertyField(useMaxAtlasHeightOverride, gc_useMaxAtlasHeightOverride); + if (!useMaxAtlasHeightOverride.boolValue) EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.PropertyField(maxAtlasHeightOverride, gc_overrideMaxAtlasHeight); + if (!useMaxAtlasHeightOverride.boolValue) EditorGUI.EndDisabledGroup(); + } + } + + if (texturePackingAlgorithm.intValue == (int) MB2_PackingAlgorithmEnum.MeshBakerTexturePaker_Fast_V2_Beta) + { + // layer field + int newValueLayerTexturePackerFastMesh = EditorGUILayout.LayerField(layerTexturePackerFastMeshGUIContent, layerTexturePackerFastMesh.intValue); + bool isNewValue = newValueLayerTexturePackerFastMesh == layerTexturePackerFastMesh.intValue; + layerTexturePackerFastMesh.intValue = newValueLayerTexturePackerFastMesh; + if (isNewValue) + { + Renderer[] rs = (Renderer[]) MBVersion.FindSceneObjectsOfType(typeof(Renderer)); + int numRenderersOnLayer = 0; + for (int i = 0; i < rs.Length; i++) + { + if (rs[i].gameObject.layer == newValueLayerTexturePackerFastMesh) numRenderersOnLayer++; + } + + string layerName = LayerMask.LayerToName(layerTexturePackerFastMesh.intValue); + if (layerName != null && layerName.Length > 0 && numRenderersOnLayer == 0) + { + layerTexturePackerFastMeshMessage = null; + } else + { + layerTexturePackerFastMeshMessage = layerTexturePackerFastMeshGUIContent.tooltip; + } + } + + string scriptDefinesErrMessage = ValidatePlayerSettingsDefineSymbols(); + + if (layerTexturePackerFastMesh.intValue == -1 || + (layerTexturePackerFastMeshMessage != null && layerTexturePackerFastMeshMessage.Length > 0) || + (scriptDefinesErrMessage != null)) + { + EditorGUILayout.HelpBox(layerTexturePackerFastMeshMessage + "\n\n" + scriptDefinesErrMessage, MessageType.Error); + } + } + + EditorGUILayout.PropertyField(customShaderProperties, customShaderPropertyNamesGUIContent, true); + EditorGUILayout.PropertyField(texturePropNamesToIgnore, gc_texturePropNamesToIgnore, true); + EditorGUILayout.EndVertical(); + EditorGUILayout.Separator(); + Color oldColor = GUI.backgroundColor; + GUI.color = buttonColor; + if (GUILayout.Button("Bake Materials Into Combined Material")) + { + IsCombiningTexture = true; + List selectedBakers = _getBakersFromTargets(targets); + foreach (MB3_TextureBaker tb in selectedBakers) + { + tb.CreateAtlases(updateProgressBar, true, new MB3_EditorMethods()); + EditorUtility.ClearProgressBar(); + if (tb.textureBakeResults != null) EditorUtility.SetDirty(momm.textureBakeResults); + } + IsCombiningTexture = false; + } + GUI.backgroundColor = oldColor; + textureBaker.ApplyModifiedProperties(); + if (GUI.changed) + { + textureBaker.SetIsDifferentCacheDirty(); + } + } + + public void DrawPropertyFieldWithLabelWidth(SerializedProperty prop, GUIContent content, int labelWidth) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField(content, GUILayout.Width(labelWidth)); + EditorGUILayout.PropertyField(prop, noneContent); + EditorGUILayout.EndHorizontal(); + } + + public void updateProgressBar(string msg, float progress) + { + EditorUtility.DisplayProgressBar("Combining Meshes", msg, progress); + } + + public static void CreateCombinedMaterialAssets(MB3_TextureBaker target, string pth, bool allowOverwrite=true) + { + MB3_TextureBaker mom = (MB3_TextureBaker)target; + string baseName = Path.GetFileNameWithoutExtension(pth); + if (baseName == null || baseName.Length == 0) return; + string folderPath = Path.GetDirectoryName(pth) + "/"; + + List matNames = new List(); + if (mom.resultType == MB2_TextureBakeResults.ResultType.textureArray) + { + for (int i = 0; i < mom.resultMaterialsTexArray.Length; i++) + { + string nm = folderPath + baseName + "-mat" + i + ".mat"; + if (!allowOverwrite) nm = AssetDatabase.GenerateUniqueAssetPath(nm); + matNames.Add(nm); + AssetDatabase.CreateAsset(new Material(Shader.Find("Diffuse")), matNames[i]); + mom.resultMaterialsTexArray[i].combinedMaterial = (Material) AssetDatabase.LoadAssetAtPath(matNames[i], typeof(Material)); + } + } + else + { + if (mom.doMultiMaterial) + { + for (int i = 0; i < mom.resultMaterials.Length; i++) + { + string nm = folderPath + baseName + "-mat" + i + ".mat"; + if (!allowOverwrite) nm = AssetDatabase.GenerateUniqueAssetPath(nm); + matNames.Add(nm); + AssetDatabase.CreateAsset(new Material(Shader.Find("Diffuse")), matNames[i]); + mom.resultMaterials[i].combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matNames[i], typeof(Material)); + } + } + else + { + string nm = folderPath + baseName + "-mat.mat"; + if (!allowOverwrite) nm = AssetDatabase.GenerateUniqueAssetPath(nm); + matNames.Add(nm); + Material newMat = null; + if (mom.GetObjectsToCombine().Count > 0 && mom.GetObjectsToCombine()[0] != null) + { + Renderer r = mom.GetObjectsToCombine()[0].GetComponent(); + if (r == null) + { + Debug.LogWarning("Object " + mom.GetObjectsToCombine()[0] + " does not have a Renderer attached to it."); + } + else + { + if (r.sharedMaterial != null) + { + newMat = new Material(r.sharedMaterial); + //newMat.shader = r.sharedMaterial.shader; + MB3_TextureBaker.ConfigureNewMaterialToMatchOld(newMat, r.sharedMaterial); + } + } + } + else + { + Debug.Log("If you add objects to be combined before creating the Combined Material Assets, then Mesh Baker will create a result material that is a duplicate of the material on the first object to be combined. This saves time configuring the shader."); + } + if (newMat == null) + { + newMat = new Material(Shader.Find("Diffuse")); + } + AssetDatabase.CreateAsset(newMat, matNames[0]); + mom.resultMaterial = (Material)AssetDatabase.LoadAssetAtPath(matNames[0], typeof(Material)); + } + } + + //create the MB2_TextureBakeResults + string nmm = pth; + if (!allowOverwrite) nmm = AssetDatabase.GenerateUniqueAssetPath(nmm); + AssetDatabase.CreateAsset(ScriptableObject.CreateInstance(), nmm); + mom.textureBakeResults = (MB2_TextureBakeResults)AssetDatabase.LoadAssetAtPath(nmm, typeof(MB2_TextureBakeResults)); + AssetDatabase.Refresh(); + } + + List _getBakersFromTargets(UnityEngine.Object[] targs) + { + List outList = new List(targs.Length); + for (int i = 0; i < targs.Length; i++) + { + outList.Add((MB3_TextureBaker) targs[i]); + } + + return outList; + } + + public static string ValidatePlayerSettingsDefineSymbols() + { + // Check that the needed defines exist or are present when they should not be. + MBVersion.PipelineType pipelineType = MBVersion.DetectPipeline(); + BuildTargetGroup targetGroup = EditorUserBuildSettings.selectedBuildTargetGroup; + string scriptDefines = MBVersionEditor.GetScriptingDefineSymbolsFromTg(targetGroup); + + string s = ""; + if (pipelineType == MBVersion.PipelineType.HDRP) + { + if (!scriptDefines.Contains(MBVersion.MB_USING_HDRP)) + { + s += "The GraphicsSettings -> Render Pipeline Asset is configured to use HDRP. Please add 'MB_USING_HDRP' to Player Settings -> Scripting Define Symbols for all the build platforms " + + " that you are targeting. If there are compile errors check that the MeshBakerCore.asmdef file has references for:\n\n" + + " Unity.RenderPipelines.HighDefinition.Runtime\n" + + " Unity.RenderPipelines.HighDefinition.Config.Runtime (Unity 2019.3+)\n"; + } + + /* + Type tp = Type.GetType("UnityEngine.Rendering.HighDefinition.HDAdditionalCameraData"); + if (tp == null) + { + s += "The class 'HDAdditionalCameraData' cannot be found by the MeshBaker assembly. Ensure that the following assemblies are referenced by the MeshBaker.asmdef file: \n" + + " Unity.RenderPipelines.HighDefinition.Runtime\n" + + " Unity.RenderPipelines.HighDefinition.Config.Runtime (Unity 2019.3+)\n\n"+ + "Or download the HDRP version of the package from the asset store."; + } + */ + } + else + { + if (scriptDefines.Contains(MBVersion.MB_USING_HDRP)) + { + s += "Please remove 'MB_USING_HDRP' from Player Settings -> Scripting Define Symbols for the current build platform. If this define is present there may be compile errors because Mesh Baker tries to access classes which only exist in the HDRP API."; + } + } + + if (s.Length > 0) + { + return s; + } + else + { + return null; + } + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/MB3_TextureBakerEditorInternal.cs.meta b/Assets/MeshBaker/Editor/MB3_TextureBakerEditorInternal.cs.meta new file mode 100644 index 0000000..f9a9b20 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB3_TextureBakerEditorInternal.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 3e6251fd17be4a142ab0827940bdba27 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB3_TextureBakerEditorInternal.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB_BatchPrefabBakerEditorFunctions.cs b/Assets/MeshBaker/Editor/MB_BatchPrefabBakerEditorFunctions.cs new file mode 100644 index 0000000..3f010fc --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_BatchPrefabBakerEditorFunctions.cs @@ -0,0 +1,304 @@ +using UnityEngine; +using UnityEditor; +using System; +using System.Collections; +using System.Collections.Generic; +using System.IO; +using DigitalOpus.MB.Core; +using System.Text.RegularExpressions; + + +namespace DigitalOpus.MB.MBEditor +{ + public static class MB_BatchPrefabBakerEditorFunctions + { + + public static int EvalVersionPrefabLimit + { + get { return 5; } + } + + public static void CreateEmptyOutputPrefabs(string outputFolder, MB3_BatchPrefabBaker target) + { + string errorMessage; + bool isValidPath; + MB3_MeshBakerEditorFunctionsCore.SanitizeAndMakeFullPathRelativeToAssetsFolderAndValidate(outputFolder, + out errorMessage, out isValidPath); + if (!isValidPath) + { + Debug.LogError(errorMessage); + return; + } + + HashSet srcPrefabs = new HashSet(); + if (outputFolder.StartsWith("Assets")) outputFolder = MB_BatchPrefabBakerEditorFunctionsCore.ConvertProjectRelativePathToFullPath(outputFolder); + int numCreated = 0; + int numSkippedSrcNull = 0; + int numSkippedSrcDuplicate = 0; + int numSkippedAlreadyExisted = 0; + MB3_BatchPrefabBaker prefabBaker = (MB3_BatchPrefabBaker)target; + for (int i = 0; i < prefabBaker.prefabRows.Length; i++) + { + if (prefabBaker.prefabRows[i].sourcePrefab != null) + { + if (srcPrefabs.Contains(prefabBaker.prefabRows[i].sourcePrefab)) + { + Debug.LogError($"Skipping row {i} because the source prefab was a duplicate of a previous row."); + numSkippedSrcDuplicate++; + } + else + { + srcPrefabs.Add(prefabBaker.prefabRows[i].sourcePrefab); + if (prefabBaker.prefabRows[i].resultPrefab == null) + { + string outName = outputFolder + "/" + prefabBaker.prefabRows[i].sourcePrefab.name + ".prefab"; + outName = outName.Replace(Application.dataPath, ""); + outName = "Assets" + outName; + outName = AssetDatabase.GenerateUniqueAssetPath(outName); + GameObject go = new GameObject(prefabBaker.prefabRows[i].sourcePrefab.name); + prefabBaker.prefabRows[i].resultPrefab = MBVersionEditor.PrefabUtility_CreatePrefab(outName, go); + GameObject.DestroyImmediate(go); + numCreated++; + } + else + { + numSkippedAlreadyExisted++; + } + } + } + else + { + numSkippedSrcNull++; + } + } + + string msg = String.Format("Created {0} prefabs. Skipped {1} because source prefab was null. Skipped {2} because source prefab was a duplicate. Skipped {3} because the result prefab was already assigned", numCreated, numSkippedSrcNull, numSkippedSrcDuplicate, numSkippedAlreadyExisted); + if (numSkippedSrcNull > 0 || numSkippedAlreadyExisted > 0) + { + Debug.LogError(msg); + } + else + { + Debug.Log(msg); + } + } + + public static void PopulatePrefabRowsFromTextureBaker(MB3_BatchPrefabBaker prefabBaker) + { + MB3_TextureBaker texBaker = prefabBaker.GetComponent(); + List newPrefabs = new List(); + List gos = texBaker.GetObjectsToCombine(); + for (int i = 0; i < gos.Count; i++) + { + GameObject go = (GameObject)MBVersionEditor.PrefabUtility_FindPrefabRoot(gos[i]); + UnityEngine.Object obj = MBVersionEditor.PrefabUtility_GetCorrespondingObjectFromSource(go); + + if (obj != null && obj is GameObject) + { + if (!newPrefabs.Contains((GameObject)obj)) newPrefabs.Add((GameObject)obj); + } + else + { + Debug.LogWarning(String.Format("Object {0} did not have a prefab", gos[i])); + } + + } + + // Remove prefabs that are already in the list of batch prefab baker's prefabs. + { + List tmpNewPrefabs = new List(); + for (int i = 0; i < newPrefabs.Count; i++) + { + bool found = false; + for (int j = 0; j < prefabBaker.prefabRows.Length; j++) + { + if (prefabBaker.prefabRows[j].sourcePrefab == newPrefabs[i]) + { + found = true; + break; + } + } + + if (!found) + { + tmpNewPrefabs.Add(newPrefabs[i]); + } + } + + newPrefabs = tmpNewPrefabs; + } + + List newRows = new List(); + if (prefabBaker.prefabRows == null) prefabBaker.prefabRows = new MB3_BatchPrefabBaker.MB3_PrefabBakerRow[0]; + newRows.AddRange(prefabBaker.prefabRows); + for (int i = 0; i < newPrefabs.Count; i++) + { + MB3_BatchPrefabBaker.MB3_PrefabBakerRow row = new MB3_BatchPrefabBaker.MB3_PrefabBakerRow(); + row.sourcePrefab = newPrefabs[i]; + newRows.Add(row); + } + + + Undo.RecordObject(prefabBaker, "Populate prefab rows"); + prefabBaker.prefabRows = newRows.ToArray(); + } + + + public static void BakePrefabs(MB3_BatchPrefabBaker pb, bool doReplaceTargetPrefab) + { + if (pb.LOG_LEVEL >= MB2_LogLevel.info) Debug.Log("Batch baking prefabs"); + + if (MB3_MeshCombiner.EVAL_VERSION) + { + int numPrefabsLimit = EvalVersionPrefabLimit; + if (pb.prefabRows.Length > numPrefabsLimit) + { + Debug.LogError("The free version of mesh baker is limited to batch baking " + numPrefabsLimit + + " prefabs. The full version has no limit on the number of prefabs that can be baked. Delete the extra prefab rows before baking."); + return; + } + } + + if (Application.isPlaying) + { + Debug.LogError("The BatchPrefabBaker cannot be run in play mode."); + return; + } + + MB3_MeshBaker mb = pb.GetComponent(); + mb.UpgradeToCurrentVersionIfNecessary(); + if (mb == null) + { + Debug.LogError("Prefab baker needs to be attached to a Game Object with a MB3_MeshBaker component."); + return; + } + + if (mb.textureBakeResults == null) + { + Debug.LogError("Texture Bake Results is not set"); + return; + } + + int numResultMats = mb.textureBakeResults.NumResultMaterials(); + for (int i = 0; i < numResultMats; i++) + { + if (mb.textureBakeResults.GetCombinedMaterialForSubmesh(i) == null) + { + Debug.LogError("The texture bake result had a null result material on submesh " + i + ". Try re-baking textures"); + return; + } + } + + if (mb.meshCombiner.outputOption != MB2_OutputOptions.bakeMeshAssetsInPlace) + { + mb.meshCombiner.outputOption = MB2_OutputOptions.bakeMeshAssetsInPlace; + } + + MB2_TextureBakeResults tbr = mb.textureBakeResults; + + HashSet sourceMeshes = new HashSet(); + HashSet allResultMeshes = new HashSet(); + + //validate prefabs + for (int i = 0; i < pb.prefabRows.Length; i++) + { + if (pb.prefabRows[i] == null || pb.prefabRows[i].sourcePrefab == null) + { + Debug.LogError("Source Prefab on row " + i + " is not set."); + return; + } + if (pb.prefabRows[i].resultPrefab == null) + { + Debug.LogError("Result Prefab on row " + i + " is not set."); + return; + } + for (int j = i + 1; j < pb.prefabRows.Length; j++) + { + if (pb.prefabRows[i].sourcePrefab == pb.prefabRows[j].sourcePrefab) + { + Debug.LogError("Rows " + i + " and " + j + " contain the same source prefab"); + return; + } + } + for (int j = 0; j < pb.prefabRows.Length; j++) + { + if (pb.prefabRows[i].sourcePrefab == pb.prefabRows[j].resultPrefab) + { + Debug.LogError("Row " + i + " source prefab is the same as row " + j + " result prefab"); + return; + } + } + if (MBVersionEditor.PrefabUtility_GetPrefabType(pb.prefabRows[i].sourcePrefab) != MB_PrefabType.modelPrefabAsset && + MBVersionEditor.PrefabUtility_GetPrefabType(pb.prefabRows[i].sourcePrefab) != MB_PrefabType.prefabAsset) + { + Debug.LogError("Row " + i + " source prefab is not a prefab asset "); + return; + } + if (MBVersionEditor.PrefabUtility_GetPrefabType(pb.prefabRows[i].resultPrefab) != MB_PrefabType.modelPrefabAsset && + MBVersionEditor.PrefabUtility_GetPrefabType(pb.prefabRows[i].resultPrefab) != MB_PrefabType.prefabAsset) + { + Debug.LogError("Row " + i + " result prefab is not a prefab asset"); + return; + } + + GameObject so = (GameObject)GameObject.Instantiate(pb.prefabRows[i].sourcePrefab); + GameObject ro = (GameObject)GameObject.Instantiate(pb.prefabRows[i].resultPrefab); + Renderer[] rs = (Renderer[])so.GetComponentsInChildren(true); + + for (int j = 0; j < rs.Length; j++) + { + if (MB_BatchPrefabBakerEditorFunctionsCore.IsGoodToBake(rs[j], tbr)) + { + sourceMeshes.Add(MB_Utility.GetMesh(rs[j].gameObject)); + } + } + rs = ro.GetComponentsInChildren(true); + + for (int j = 0; j < rs.Length; j++) + { + Renderer r = rs[j]; + if (r is MeshRenderer || r is SkinnedMeshRenderer) + { + Mesh m = MB_Utility.GetMesh(r.gameObject); + if (m != null) + { + allResultMeshes.Add(m); + } + } + } + + GameObject.DestroyImmediate(so); //todo should cache these and have a proper cleanup at end + GameObject.DestroyImmediate(ro); + } + + sourceMeshes.IntersectWith(allResultMeshes); + HashSet sourceMeshesThatAreUsedByResult = sourceMeshes; + if (sourceMeshesThatAreUsedByResult.Count > 0) + { + foreach (Mesh m in sourceMeshesThatAreUsedByResult) + { + Debug.LogWarning("Mesh " + m + " is used by both the source and result prefabs. New meshes will be created."); + } + //return; + } + + List unityTransforms = new List(); + // Bake the meshes using the meshBaker component one prefab at a time + // Version check + for (int prefabIdx = 0; prefabIdx < pb.prefabRows.Length; prefabIdx++) + { + if (doReplaceTargetPrefab) + { + MB_BatchPrefabBakerEditorFunctionsCore._ProcessPrefabRowReplaceTargetPrefab(pb.LOG_LEVEL, pb.prefabRows[prefabIdx].sourcePrefab, pb.prefabRows[prefabIdx].resultPrefab, tbr, unityTransforms, (MB3_MeshCombinerSingle) mb.meshCombiner); + } + else + { + MB_BatchPrefabBakerEditorFunctionsCore._ProcessPrefabRowOnlyMeshesAndMaterials(pb.LOG_LEVEL, pb.prefabRows[prefabIdx].sourcePrefab, pb.prefabRows[prefabIdx].resultPrefab, tbr, unityTransforms, (MB3_MeshCombinerSingle) mb.meshCombiner); + } + } + + AssetDatabase.Refresh(); + mb.ClearMesh(); + } + } +} diff --git a/Assets/MeshBaker/Editor/MB_BatchPrefabBakerEditorFunctions.cs.meta b/Assets/MeshBaker/Editor/MB_BatchPrefabBakerEditorFunctions.cs.meta new file mode 100644 index 0000000..83f8949 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_BatchPrefabBakerEditorFunctions.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 372fcc119f8877c49b446a03f9603644 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB_BatchPrefabBakerEditorFunctions.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB_BuildPreprocessChecker.cs b/Assets/MeshBaker/Editor/MB_BuildPreprocessChecker.cs new file mode 100644 index 0000000..3e553ee --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_BuildPreprocessChecker.cs @@ -0,0 +1,23 @@ +using UnityEditor; +using UnityEngine; +using DigitalOpus.MB.Core; + +#if UNITY_2018_1_OR_NEWER +using UnityEditor.Build; +using UnityEditor.Build.Reporting; + +namespace DigitalOpus.MB.MBEditor +{ + class MB_BuildPreprocessChecker : IPreprocessBuildWithReport + { + public int callbackOrder { get { return 0; } } + public void OnPreprocessBuild(BuildReport report) + { + string msg = MB3_TextureBakerEditorInternal.ValidatePlayerSettingsDefineSymbols(); + if (msg != null) Debug.LogError(msg); + } + } +} +#endif + + diff --git a/Assets/MeshBaker/Editor/MB_BuildPreprocessChecker.cs.meta b/Assets/MeshBaker/Editor/MB_BuildPreprocessChecker.cs.meta new file mode 100644 index 0000000..98e4107 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_BuildPreprocessChecker.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 44eb70764e9827e4588ea4a1c5888b59 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB_BuildPreprocessChecker.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB_ReplacePrefabsInSceneEditorWindow.cs b/Assets/MeshBaker/Editor/MB_ReplacePrefabsInSceneEditorWindow.cs new file mode 100644 index 0000000..66e7161 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_ReplacePrefabsInSceneEditorWindow.cs @@ -0,0 +1,189 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + public class MB_ReplacePrefabsInSceneEditorWindow : EditorWindow + { + private MB_ReplacePrefabsSettings model; + private SerializedObject soModel; + private SerializedProperty prefabPairs; + private SerializedProperty reverseSrcAndTarg; + private SerializedProperty enforceSrcAndTargHaveSameStructure; + Vector2 scrollViewPos; + private string errorMessages; + private string infoMessages; + + private GUIContent GUI_replacePefabsInScene = new GUIContent("Replace Prefabs In Scene", "This will find all instances of the source prefabs in the scene and replace them with instances of the target prefabs." + + "Will attempt to copy component settings from the source to the target (ignoring references to project assets, those are left alone)." + + "Prefabs should have identical hierarchy and components for the copy component settings to work."); + private GUIContent GUI_switchSrcAndTarget = new GUIContent("Switch Source and Target Prefabs", "If this is checked then search the scene for target prefabs and replace them with source prefabs."); + private GUIContent GUI_enforceSrcAndTargetHaveSameStructure = new GUIContent("Enforce Source And Target Have Same Structure", "If this is checked then prefab instances will only be replaced if they have the same hierarchy and components. \n\n" + + "If it is not checked then prefabs can be very different and ONLY THE TRANSFORM, LAYERS, TAGS & STATIC FLAGS ARE COPIED.\n\n" + + "WARNING THIS IS A DESTRUCTIVE OPERARTION! BACK UP YOUR SCENE FIRST."); + + [MenuItem("Window/Mesh Baker/Replace Prefabs In Scene")] + public static void ShowWindow() + { + GetWindow(true, "Replace Prefabs In Scene", true).Show(); + } + + public static void ShowWindow(MB3_BatchPrefabBaker.MB3_PrefabBakerRow[] prefabPairs) + { + MB_ReplacePrefabsInSceneEditorWindow window = GetWindow(true, "Replace Prefabs In Scene", true); + window.Show(); + MB_ReplacePrefabsSettings.PrefabPair[] pps = new MB_ReplacePrefabsSettings.PrefabPair[prefabPairs.Length]; + for (int i = 0; i < pps.Length; i++) + { + pps[i] = new MB_ReplacePrefabsSettings.PrefabPair() + { + enabled = true, + srcPrefab = prefabPairs[i].sourcePrefab, + targPrefab = prefabPairs[i].resultPrefab, + }; + } + + window.model.prefabsToSwitch = pps; + window.soModel.Update(); + } + + private void InitModel() + { + soModel = new SerializedObject(model); + prefabPairs = soModel.FindProperty("prefabsToSwitch"); + reverseSrcAndTarg = soModel.FindProperty("reverseSrcAndTarg"); + enforceSrcAndTargHaveSameStructure = soModel.FindProperty("enforceSrcAndTargHaveSameStructure"); + infoMessages = ""; + errorMessages = ""; + } + + private void OnEnable() + { + minSize = new Vector2(800f, 290f); + if (model == null) + { + model = ScriptableObject.CreateInstance(); + + // Set the Hide flags so that this windows data not destroyed when entering playmode or a new scene. + model.hideFlags = HideFlags.DontSave; + } + + InitModel(); + } + + private void OnGUI() + { + EditorGUILayout.BeginHorizontal(); + MB_ReplacePrefabsSettings newModel = (MB_ReplacePrefabsSettings)EditorGUILayout.ObjectField("Settings", model, typeof(MB_ReplacePrefabsSettings), false); + if (newModel != model) + { + if (newModel != null) + { + model = newModel; + } + else + { + if (model == null) model = ScriptableObject.CreateInstance(); + + // Set the Hide flags so that this windows data not destroyed when entering playmode or a new scene. + model.hideFlags = HideFlags.DontSave; + } + + InitModel(); + } + + if (model != null) + { + if (GUILayout.Button("Save Settings", GUILayout.Width(200))) + { + string path = EditorUtility.SaveFilePanel("Save Settings", Application.dataPath, "ReplacePrefabSettings", "asset"); + if (path != null) + { + model.hideFlags = HideFlags.None; + string relativepath = "Assets" + path.Substring(Application.dataPath.Length); + Debug.Log("Saved: " + relativepath); + AssetDatabase.CreateAsset(model, relativepath); + } + } + } + + EditorGUILayout.EndHorizontal(); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + soModel.Update(); + if (GUILayout.Button(GUI_replacePefabsInScene)) + { + if (EditorUtility.DisplayDialog("Replace Prefabs In Scene", + "Are you sure you want to replace all source prefab instances with the target prefab instances in this scene? \n\n" + + "It is highly recommended that you back up your scene before doing this.", "OK", "Cancel")) + { + ReplacePrefabsInScene(); + } + } + + float labelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth = 300f; + EditorGUILayout.PropertyField(reverseSrcAndTarg, GUI_switchSrcAndTarget); + EditorGUILayout.PropertyField(enforceSrcAndTargHaveSameStructure, GUI_enforceSrcAndTargetHaveSameStructure); + EditorGUIUtility.labelWidth = labelWidth; + if (infoMessages != "" || errorMessages != "") + { + EditorGUILayout.HelpBox(errorMessages + "\n" + infoMessages, errorMessages == "" ? MessageType.Info : MessageType.Error); + } + + scrollViewPos = EditorGUILayout.BeginScrollView(scrollViewPos); + EditorGUILayout.PropertyField(prefabPairs, true); + EditorGUILayout.EndScrollView(); + soModel.ApplyModifiedProperties(); + } + + private void ReplacePrefabsInScene() + { + MB_ReplacePrefabsInScene rp = new MB_ReplacePrefabsInScene(); + rp.replaceEnforceStructure = model.enforceSrcAndTargHaveSameStructure; + int numReplaced = 0; + int numErrors = 0; + errorMessages = ""; + infoMessages = ""; + EditorUtility.DisplayProgressBar("Replace Prefabs In Scene", "Replace Prefabs In Scene", 0); + for (int i = 0; i < model.prefabsToSwitch.Length; i++) + { + MB_ReplacePrefabsSettings.PrefabPair pp = model.prefabsToSwitch[i]; + pp.objsWithErrors.Clear(); + if (pp.enabled) + { + GameObject src, targ; + if (model.reverseSrcAndTarg) + { + src = pp.targPrefab; + targ = pp.srcPrefab; + } + else + { + src = pp.srcPrefab; + targ = pp.targPrefab; + } + + numReplaced += rp.ReplacePrefabInstancesInScene(src, targ, pp.objsWithErrors); + numErrors += pp.objsWithErrors.Count; + } + + EditorUtility.DisplayProgressBar("Replace Prefabs In Scene", "Replace In Scene: " + pp.srcPrefab, (float)i / (float)model.prefabsToSwitch.Length); + } + + EditorUtility.ClearProgressBar(); + + Debug.Log("Total prefab instances replaced: " + numReplaced); + infoMessages = "Total prefab instances replaced: " + numReplaced; + if (numErrors > 0) + { + errorMessages = "There were errors replacing some of the prefabs in the scene. See console for details."; + } + + soModel.Update(); + } + } +} diff --git a/Assets/MeshBaker/Editor/MB_ReplacePrefabsInSceneEditorWindow.cs.meta b/Assets/MeshBaker/Editor/MB_ReplacePrefabsInSceneEditorWindow.cs.meta new file mode 100644 index 0000000..882c716 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_ReplacePrefabsInSceneEditorWindow.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 568dea53a514f9a4fa3a4483bad6a0b6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB_ReplacePrefabsInSceneEditorWindow.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB_ReplacePrefabsSettings.cs b/Assets/MeshBaker/Editor/MB_ReplacePrefabsSettings.cs new file mode 100644 index 0000000..721a17e --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_ReplacePrefabsSettings.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + [System.Serializable] + public class MB_ReplacePrefabsSettings : ScriptableObject + { + [System.Serializable] + public class PrefabPair + { + public bool enabled = true; + public GameObject srcPrefab; + public GameObject targPrefab; + public List objsWithErrors = new List(); + } + + public PrefabPair[] prefabsToSwitch = new PrefabPair[0]; + + public bool reverseSrcAndTarg; + + public bool enforceSrcAndTargHaveSameStructure = true; + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/MB_ReplacePrefabsSettings.cs.meta b/Assets/MeshBaker/Editor/MB_ReplacePrefabsSettings.cs.meta new file mode 100644 index 0000000..8bd4898 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_ReplacePrefabsSettings.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: f2e44f04becd89f469c0431787b827bb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB_ReplacePrefabsSettings.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureMultiMaterials.cs b/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureMultiMaterials.cs new file mode 100644 index 0000000..65bb9fc --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureMultiMaterials.cs @@ -0,0 +1,567 @@ +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.IO; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +using UnityEditor; + +namespace DigitalOpus.MB.MBEditor +{ + + public class MB_TextureBakerEditorConfigureMultiMaterials + { + private static GUIContent gc_moveOneMappingUp = new GUIContent("\u2191", "move this material up to previous mapping."), + gc_moveOneMappingDown = new GUIContent("\u2193", "move this material down to next mapping."), + gc_newCombinedMaterial = new GUIContent("new", "Create a new combined material for this mapping."); + + private static GUIContent[] gc_SourceMatOptions = new GUIContent[] + { + new GUIContent("...", " Source material actions. "), + new GUIContent("move up to previous submesh", "move this material up to previous submesh."), + new GUIContent("move down to next submesh", "move this material down to next submesh."), + }; + + private static GUIContent[] gc_MappingOptions = new GUIContent[] + { + new GUIContent("...", " Result material actions. "), + new GUIContent("move submesh up", "Move this submesh up."), + new GUIContent("move submesh down", "Move this submesh down."), + new GUIContent("delete submesh", "Delete this submesh."), + new GUIContent("insert new submesh", "Insert a new submesh after this submesh."), + new GUIContent("create combined material", "Create a combined material for this submesh."), + }; + + private static GUIContent sourceMaterialsLabel = new GUIContent( + "Source Materials", + "This list of source materials will be combined into a combined-material for this submesh." + ); + + public static void DrawMapping(MB3_TextureBaker momm, MB3_TextureBakerEditorInternal tbEditor, int rowNum) + { + EditorGUILayout.Separator(); + if (rowNum % 2 == 1) + { + EditorGUILayout.BeginVertical(tbEditor.editorStyles.multipleMaterialBackgroundStyle); + } + else + { + EditorGUILayout.BeginVertical(tbEditor.editorStyles.multipleMaterialBackgroundStyleDarker); + } + + string s = ""; + if (rowNum < momm.resultMaterials.Length && momm.resultMaterials[rowNum] != null && momm.resultMaterials[rowNum].combinedMaterial != null) s = momm.resultMaterials[rowNum].combinedMaterial.shader.ToString(); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField("---------- submesh:" + rowNum + " " + s, EditorStyles.boldLabel); + + int myAction = 0; + myAction = EditorGUILayout.Popup(myAction, gc_MappingOptions, GUILayout.MaxWidth(60f)); + if (myAction != 0) + { + if (myAction == 1) // Move submesh up + { + if (rowNum > 0) + { + tbEditor.resultMaterials.MoveArrayElement(rowNum, rowNum - 1); + } + } + + if (myAction == 2) // Move submesh down + { + if (rowNum < tbEditor.resultMaterials.arraySize - 1) + { + tbEditor.resultMaterials.MoveArrayElement(rowNum, rowNum + 1); + } + } + + if (myAction == 3) // Delete submesh + { + tbEditor.resultMaterials.DeleteArrayElementAtIndex(rowNum); + } + + if (myAction == 4) // Insert new submesh + { + tbEditor.resultMaterials.InsertArrayElementAtIndex(rowNum); + } + + if (myAction == 5) // Create combined material + { + _CreateCombinedMaterialForSubmesh(momm, tbEditor, rowNum); + } + } + + EditorGUILayout.EndHorizontal(); + if (rowNum < tbEditor.resultMaterials.arraySize) + { + EditorGUILayout.Separator(); + SerializedProperty resMat = tbEditor.resultMaterials.GetArrayElementAtIndex(rowNum); + SerializedProperty combinedMatProp = resMat.FindPropertyRelative("combinedMaterial"); + EditorGUILayout.PropertyField(combinedMatProp); + EditorGUILayout.PropertyField(resMat.FindPropertyRelative("considerMeshUVs")); + DrawMappingSourceMaterials(resMat, tbEditor, rowNum); + } + EditorGUILayout.EndVertical(); + } + + static void _CreateCombinedMaterialForSubmesh(MB3_TextureBaker momm, MB3_TextureBakerEditorInternal tbEditor, int rowNum) + { + string newMatPath = EditorUtility.SaveFilePanelInProject("Asset name", "", "mat", "Enter a name for the baked material"); + if (newMatPath != null && newMatPath.Length > 4) + { + Material newMat = null; + { + if (momm.resultMaterials[rowNum].sourceMaterials.Count > 0) + { + Material sourceMat = momm.resultMaterials[rowNum].sourceMaterials[0]; + if (sourceMat != null) + { + newMat = new Material(sourceMat); + MB3_TextureBaker.ConfigureNewMaterialToMatchOld(newMat, sourceMat); + } + } + } + + if (newMat == null) + { + newMat = new Material(Shader.Find("Diffuse")); + } + + AssetDatabase.CreateAsset(newMat, newMatPath); + var assetRef = (Material)AssetDatabase.LoadAssetAtPath(newMatPath, typeof(Material)); + SerializedProperty resMat = tbEditor.resultMaterials.GetArrayElementAtIndex(rowNum); + SerializedProperty combinedMatProp = resMat.FindPropertyRelative("combinedMaterial"); + combinedMatProp.objectReferenceValue = assetRef; + } + } + + public static void DrawMappingSourceMaterials(SerializedProperty resMat, MB3_TextureBakerEditorInternal tbEditor, int rowNum) + { + EditorGUILayout.LabelField(sourceMaterialsLabel); + SerializedProperty sourceMats = resMat.FindPropertyRelative("sourceMaterials"); + bool showListSize = true; + EditorGUI.indentLevel += 1; + + sourceMats.isExpanded = true; + if (sourceMats.isExpanded) + { + if (showListSize) + { + EditorGUILayout.PropertyField(sourceMats.FindPropertyRelative("Array.size")); + } + for (int i = 0; i < sourceMats.arraySize; i++) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(sourceMats.GetArrayElementAtIndex(i)); + + // ======================== + { + int myAction = 0; + myAction = EditorGUILayout.Popup(myAction, gc_SourceMatOptions, GUILayout.MaxWidth(60f)); + if (myAction != 0) + { + if (myAction == 1) // move source mat up one mapping + { + if (rowNum > 0) + { + SerializedProperty resMatUp = tbEditor.resultMaterials.GetArrayElementAtIndex(rowNum - 1); + SerializedProperty sourceMatsUp = resMatUp.FindPropertyRelative("sourceMaterials"); + int idx = sourceMatsUp.arraySize; + sourceMatsUp.InsertArrayElementAtIndex(idx); + sourceMatsUp.GetArrayElementAtIndex(idx).objectReferenceValue = sourceMats.GetArrayElementAtIndex(i).objectReferenceValue; + sourceMats.DeleteArrayElementAtIndex(i); + } + } + + if (myAction == 2) // move source mat down one mapping + { + if (rowNum < tbEditor.resultMaterials.arraySize - 1) + { + SerializedProperty resMatDown = tbEditor.resultMaterials.GetArrayElementAtIndex(rowNum + 1); + SerializedProperty sourceMatsDown = resMatDown.FindPropertyRelative("sourceMaterials"); + + sourceMatsDown.InsertArrayElementAtIndex(0); + sourceMatsDown.GetArrayElementAtIndex(0).objectReferenceValue = sourceMats.GetArrayElementAtIndex(i).objectReferenceValue; + sourceMats.DeleteArrayElementAtIndex(i); + } + } + } + } + + EditorGUILayout.EndHorizontal(); + } + } + EditorGUI.indentLevel -= 1; + } + + public static void DrawMultipleMaterialsMappings(MB3_TextureBaker momm, SerializedObject textureBaker, MB3_TextureBakerEditorInternal tbEditor) + { + EditorGUILayout.BeginVertical(tbEditor.editorStyles.multipleMaterialBackgroundStyle); + EditorGUILayout.LabelField("Source Material To Combined Mapping", EditorStyles.boldLabel); + + float oldLabelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth = 300; + EditorGUILayout.PropertyField(tbEditor.doMultiMaterialIfOBUVs, MB3_TextureBakerEditorInternal.gc_DoMultiMaterialSplitAtlasesIfOBUVs); + EditorGUILayout.PropertyField(tbEditor.doMultiMaterialSplitAtlasesIfTooBig, MB3_TextureBakerEditorInternal.gc_DoMultiMaterialSplitAtlasesIfTooBig); + EditorGUIUtility.labelWidth = oldLabelWidth; + + + if (GUILayout.Button(MB3_TextureBakerEditorInternal.configAtlasMultiMatsFromObjsContent)) + { + MB_TextureBakerEditorConfigureMultiMaterials.ConfigureMutiMaterialsFromObjsToCombine(momm, tbEditor.resultMaterials, textureBaker); + } + + EditorGUILayout.BeginHorizontal(); + tbEditor.resultMaterialsFoldout = EditorGUILayout.Foldout(tbEditor.resultMaterialsFoldout, MB3_TextureBakerEditorInternal.combinedMaterialsGUIContent); + + if (GUILayout.Button(MB3_TextureBakerEditorInternal.insertContent, EditorStyles.miniButtonLeft, MB3_TextureBakerEditorInternal.buttonWidth)) + { + if (tbEditor.resultMaterials.arraySize == 0) + { + momm.resultMaterials = new MB_MultiMaterial[1]; + momm.resultMaterials[0] = new MB_MultiMaterial(); + momm.resultMaterials[0].considerMeshUVs = momm.fixOutOfBoundsUVs; + } + else + { + int idx = tbEditor.resultMaterials.arraySize - 1; + tbEditor.resultMaterials.InsertArrayElementAtIndex(idx); + tbEditor.resultMaterials.GetArrayElementAtIndex(idx + 1).FindPropertyRelative("considerMeshUVs").boolValue = momm.fixOutOfBoundsUVs; + } + } + if (GUILayout.Button(MB3_TextureBakerEditorInternal.deleteContent, EditorStyles.miniButtonRight, MB3_TextureBakerEditorInternal.buttonWidth) + && tbEditor.resultMaterials.arraySize > 0) + { + tbEditor.resultMaterials.DeleteArrayElementAtIndex(tbEditor.resultMaterials.arraySize - 1); + } + EditorGUILayout.EndHorizontal(); + if (tbEditor.resultMaterialsFoldout) + { + for (int i = 0; i < tbEditor.resultMaterials.arraySize; i++) + { + DrawMapping(momm, tbEditor, i); + } + } + + EditorGUILayout.EndVertical(); + } + + + /* tried to see if the MultiMaterialConfig could be done using the GroupBy filters. Saddly it didn't work */ + public static void ConfigureMutiMaterialsFromObjsToCombine2(MB3_TextureBaker mom, SerializedProperty resultMaterials, SerializedObject textureBaker) + { + if (mom.GetObjectsToCombine().Count == 0) + { + Debug.LogError("You need to add some objects to combine before building the multi material list."); + return; + } + if (resultMaterials.arraySize > 0) + { + Debug.LogError("You already have some source to combined material mappings configured. You must remove these before doing this operation."); + return; + } + if (mom.textureBakeResults == null) + { + Debug.LogError("Texture Bake Result asset must be set before using this operation."); + return; + } + + //validate that the objects to be combined are valid + for (int i = 0; i < mom.GetObjectsToCombine().Count; i++) + { + GameObject go = mom.GetObjectsToCombine()[i]; + if (go == null) + { + Debug.LogError("Null object in list of objects to combine at position " + i); + return; + } + Renderer r = go.GetComponent(); + if (r == null || (!(r is MeshRenderer) && !(r is SkinnedMeshRenderer))) + { + Debug.LogError("GameObject at position " + i + " in list of objects to combine did not have a renderer"); + return; + } + if (r.sharedMaterial == null) + { + Debug.LogError("GameObject at position " + i + " in list of objects to combine has a null material"); + return; + } + } + + IGroupByFilter[] filters = new IGroupByFilter[3]; + filters[0] = new GroupByOutOfBoundsUVs(); + filters[1] = new GroupByShader(); + filters[2] = new MB3_GroupByTransparency(); + + List gameObjects = new List(); + HashSet objectsAlreadyIncludedInBakers = new HashSet(); + for (int i = 0; i < mom.GetObjectsToCombine().Count; i++) + { + GameObjectFilterInfo goaw = new GameObjectFilterInfo(mom.GetObjectsToCombine()[i], objectsAlreadyIncludedInBakers, filters); + if (goaw.materials.Length > 0) //don't consider renderers with no materials + { + gameObjects.Add(goaw); + } + } + + //analyse meshes + Dictionary meshAnalysisResultCache = new Dictionary(); + int totalVerts = 0; + for (int i = 0; i < gameObjects.Count; i++) + { + //string rpt = String.Format("Processing {0} [{1} of {2}]", gameObjects[i].go.name, i, gameObjects.Count); + //EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " A", .6f); + Mesh mm = MB_Utility.GetMesh(gameObjects[i].go); + int nVerts = 0; + if (mm != null) + { + nVerts += mm.vertexCount; + MB_Utility.MeshAnalysisResult mar; + if (!meshAnalysisResultCache.TryGetValue(mm.GetInstanceID(), out mar)) + { + + //EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " Check Out Of Bounds UVs", .6f); + MB_Utility.hasOutOfBoundsUVs(mm, ref mar); + //Rect dummy = mar.uvRect; + MB_Utility.doSubmeshesShareVertsOrTris(mm, ref mar); + meshAnalysisResultCache.Add(mm.GetInstanceID(), mar); + } + if (mar.hasOutOfBoundsUVs) + { + int w = (int)mar.uvRect.width; + int h = (int)mar.uvRect.height; + gameObjects[i].outOfBoundsUVs = true; + gameObjects[i].warning.AppendLine(" [WARNING: has uvs outside the range (0,1) tex is tiled " + w + "x" + h + " times]"); + } + if (mar.hasOverlappingSubmeshVerts) + { + gameObjects[i].submeshesOverlap = true; + gameObjects[i].warning.AppendLine(" [WARNING: Submeshes share verts or triangles. 'Multiple Combined Materials' feature may not work.]"); + } + } + totalVerts += nVerts; + //EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " Validate OBuvs Multi Material", .6f); + Renderer mr = gameObjects[i].go.GetComponent(); + if (!MB_Utility.AreAllSharedMaterialsDistinct(mr.sharedMaterials)) + { + gameObjects[i].warning.AppendLine(" [WARNING: Object uses same material on multiple submeshes. This may produce poor results when used with multiple materials or Consider Mesh UVs.]"); + } + } + + List objsNotAddedToBaker = new List(); + + Dictionary>> gs2bakeGroupMap = MB3_MeshBakerEditorWindowAnalyseSceneTab.sortIntoBakeGroups3(gameObjects, objsNotAddedToBaker, filters, false, mom.maxAtlasSize); + + mom.resultMaterials = new MB_MultiMaterial[gs2bakeGroupMap.Keys.Count]; + string pth = AssetDatabase.GetAssetPath(mom.textureBakeResults); + string baseName = Path.GetFileNameWithoutExtension(pth); + string folderPath = pth.Substring(0, pth.Length - baseName.Length - 6); + int k = 0; + foreach (GameObjectFilterInfo m in gs2bakeGroupMap.Keys) + { + MB_MultiMaterial mm = mom.resultMaterials[k] = new MB_MultiMaterial(); + mm.sourceMaterials = new List(); + mm.sourceMaterials.Add(m.materials[0]); + string matName = folderPath + baseName + "-mat" + k + ".mat"; + Material newMat = new Material(Shader.Find("Diffuse")); + MB3_TextureBaker.ConfigureNewMaterialToMatchOld(newMat, m.materials[0]); + AssetDatabase.CreateAsset(newMat, matName); + mm.combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matName, typeof(Material)); + k++; + } + MBVersionEditor.UpdateIfDirtyOrScript(textureBaker); + } + + + //posibilities + // using fixOutOfBoundsUVs or not + // + public static void ConfigureMutiMaterialsFromObjsToCombine(MB3_TextureBaker mom, SerializedProperty resultMaterials, SerializedObject textureBaker) + { + if (mom.GetObjectsToCombine().Count == 0) + { + Debug.LogError("You need to add some objects to combine before building the multi material list."); + return; + } + if (resultMaterials.arraySize > 0) + { + Debug.LogError("You already have some source to combined material mappings configured. You must remove these before doing this operation."); + return; + } + if (mom.textureBakeResults == null) + { + Debug.LogError("Texture Bake Result asset must be set before using this operation."); + return; + } + + Dictionary>> shader2Material_map = new Dictionary>>(); + Dictionary obUVobject2mesh_map = new Dictionary(); + + //validate that the objects to be combined are valid + for (int goIdx = 0; goIdx < mom.GetObjectsToCombine().Count; goIdx++) + { + GameObject go = mom.GetObjectsToCombine()[goIdx]; + if (go == null) + { + Debug.LogError("Null object in list of objects to combine at position " + goIdx); + return; + } + Renderer r = go.GetComponent(); + if (r == null || (!(r is MeshRenderer) && !(r is SkinnedMeshRenderer))) + { + Debug.LogError("GameObject at position " + goIdx + " in list of objects to combine did not have a renderer"); + return; + } + for (int matIdx = 0; matIdx < r.sharedMaterials.Length; matIdx++) + { + if (r.sharedMaterials[matIdx] == null) + { + Debug.LogError("GameObject " + go + " at position " + goIdx + " in list of objects to combine has one or more null materials"); + return; + } + } + } + + //first pass put any meshes with obUVs on their own submesh if not fixing OB uvs + if (mom.doMultiMaterialSplitAtlasesIfOBUVs) + { + for (int goIdx = 0; goIdx < mom.GetObjectsToCombine().Count; goIdx++) + { + GameObject go = mom.GetObjectsToCombine()[goIdx]; + Mesh m = MB_Utility.GetMesh(go); + MB_Utility.MeshAnalysisResult dummyMar = new MB_Utility.MeshAnalysisResult(); + Renderer r = go.GetComponent(); + for (int matIdx = 0; matIdx < r.sharedMaterials.Length; matIdx++) + { + if (MB_Utility.hasOutOfBoundsUVs(m, ref dummyMar, matIdx)) + { + if (!obUVobject2mesh_map.ContainsKey(r.sharedMaterials[matIdx])) + { + Debug.LogWarning("Object " + go + " submesh " + matIdx + " uses UVs outside the range 0,0..1,1 to generate tiling. This object has been mapped to its own submesh in the combined mesh. It can share a submesh with other objects that use different materials if you use the Consider Mesh UVs feature which will bake the tiling"); + obUVobject2mesh_map.Add(r.sharedMaterials[matIdx], m); + } + } + } + } + } + + //second pass put other materials without OB uvs in a shader to material map + for (int goIdx = 0; goIdx < mom.GetObjectsToCombine().Count; goIdx++) + { + Renderer r = mom.GetObjectsToCombine()[goIdx].GetComponent(); + for (int matIdx = 0; matIdx < r.sharedMaterials.Length; matIdx++) + { + if (!obUVobject2mesh_map.ContainsKey(r.sharedMaterials[matIdx])) + { //if not already added + if (r.sharedMaterials[matIdx] == null) continue; + List> binsOfMatsThatUseShader = null; + MB3_TextureBakerEditorInternal.MultiMatSubmeshInfo newKey = new MB3_TextureBakerEditorInternal.MultiMatSubmeshInfo(r.sharedMaterials[matIdx].shader, r.sharedMaterials[matIdx]); + if (!shader2Material_map.TryGetValue(newKey, out binsOfMatsThatUseShader)) + { + binsOfMatsThatUseShader = new List>(); + binsOfMatsThatUseShader.Add(new List()); + shader2Material_map.Add(newKey, binsOfMatsThatUseShader); + } + if (!binsOfMatsThatUseShader[0].Contains(r.sharedMaterials[matIdx])) binsOfMatsThatUseShader[0].Add(r.sharedMaterials[matIdx]); + } + } + } + + int numResMats = shader2Material_map.Count; + //third pass for each shader grouping check how big the atlas would be and group into bins that would fit in an atlas + if (mom.doMultiMaterialSplitAtlasesIfTooBig) + { + if (mom.packingAlgorithm == MB2_PackingAlgorithmEnum.UnitysPackTextures) + { + Debug.LogWarning("Unity texture packer does not support splitting atlases if too big. Atlases will not be split."); + } + else + { + numResMats = 0; + foreach (MB3_TextureBakerEditorInternal.MultiMatSubmeshInfo sh in shader2Material_map.Keys) + { + List> binsOfMatsThatUseShader = shader2Material_map[sh]; + List allMatsThatUserShader = binsOfMatsThatUseShader[0];//at this point everything is in the same list + binsOfMatsThatUseShader.RemoveAt(0); + MB3_TextureCombiner combiner = mom.CreateAndConfigureTextureCombiner(); + combiner.saveAtlasesAsAssets = false; + if (allMatsThatUserShader.Count > 1) combiner.fixOutOfBoundsUVs = mom.fixOutOfBoundsUVs; + else combiner.fixOutOfBoundsUVs = false; + + // Do the texture pack + List packingResults = new List(); + Material tempMat = new Material(sh.shader); + MB_AtlasesAndRects atlasesAndRects = new MB_AtlasesAndRects(); + combiner.CombineTexturesIntoAtlases(null, atlasesAndRects, tempMat, mom.GetObjectsToCombine(), allMatsThatUserShader, mom.texturePropNamesToIgnore, null, packingResults, + onlyPackRects: true, splitAtlasWhenPackingIfTooBig: true); + for (int aprIdx = 0; aprIdx < packingResults.Count; aprIdx++) + { + + List matsData = (List)packingResults[aprIdx].data; + List mats = new List(); + for (int mdIdx = 0; mdIdx < matsData.Count; mdIdx++) + { + Material mat = matsData[mdIdx].material; + if (!mats.Contains(mat)) + { + mats.Add(mat); + } + } + binsOfMatsThatUseShader.Add(mats); + } + numResMats += binsOfMatsThatUseShader.Count; + } + } + } + + //build the result materials + if (shader2Material_map.Count == 0 && obUVobject2mesh_map.Count == 0) Debug.LogError("Found no materials in list of objects to combine"); + mom.resultMaterials = new MB_MultiMaterial[numResMats + obUVobject2mesh_map.Count]; + string pth = AssetDatabase.GetAssetPath(mom.textureBakeResults); + string baseName = Path.GetFileNameWithoutExtension(pth); + string folderPath = pth.Substring(0, pth.Length - baseName.Length - 6); + int k = 0; + foreach (MB3_TextureBakerEditorInternal.MultiMatSubmeshInfo sh in shader2Material_map.Keys) + { + foreach (List matsThatUse in shader2Material_map[sh]) + { + MB_MultiMaterial mm = mom.resultMaterials[k] = new MB_MultiMaterial(); + mm.sourceMaterials = matsThatUse; + if (mm.sourceMaterials.Count == 1) + { + mm.considerMeshUVs = false; + } + else + { + mm.considerMeshUVs = mom.fixOutOfBoundsUVs; + } + string matName = folderPath + baseName + "-mat" + k + ".mat"; + Material newMat = new Material(Shader.Find("Diffuse")); + if (matsThatUse.Count > 0 && matsThatUse[0] != null) + { + MB3_TextureBaker.ConfigureNewMaterialToMatchOld(newMat, matsThatUse[0]); + } + AssetDatabase.CreateAsset(newMat, matName); + mm.combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matName, typeof(Material)); + k++; + } + } + foreach (Material m in obUVobject2mesh_map.Keys) + { + MB_MultiMaterial mm = mom.resultMaterials[k] = new MB_MultiMaterial(); + mm.sourceMaterials = new List(); + mm.sourceMaterials.Add(m); + mm.considerMeshUVs = false; + string matName = folderPath + baseName + "-mat" + k + ".mat"; + Material newMat = new Material(Shader.Find("Diffuse")); + MB3_TextureBaker.ConfigureNewMaterialToMatchOld(newMat, m); + AssetDatabase.CreateAsset(newMat, matName); + mm.combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matName, typeof(Material)); + k++; + } + MBVersionEditor.UpdateIfDirtyOrScript(textureBaker); + } + + } +} diff --git a/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureMultiMaterials.cs.meta b/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureMultiMaterials.cs.meta new file mode 100644 index 0000000..a82eb5c --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureMultiMaterials.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: a61c02ab9beccee4aa8d443c9e2625fe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureMultiMaterials.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureTextureArrays.cs b/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureTextureArrays.cs new file mode 100644 index 0000000..b9807b3 --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureTextureArrays.cs @@ -0,0 +1,550 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.IO; +using System; +using System.Collections.Specialized; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using DigitalOpus.MB.Core; + +using UnityEditor; + +namespace DigitalOpus.MB.MBEditor +{ + + public class MB_TextureBakerConfigureTextureArrays + { + private class Slice + { + public List atlasRects; + public AtlasPackingResult packingResult; + public int numAtlasRects; + } + + private static GUIContent gc_TextureArrayOutputFormats = new GUIContent( + "Texture Array Output Formats", + "Texture Arrays do not have a 'TextureImporter' that lets you change the TextureArray format." + + "You can provide a list of formats to be generated here. You will probably have one set of formats per platform."); + public static void DrawTextureArrayConfiguration(MB3_TextureBaker momm, SerializedObject textureBaker, MB3_TextureBakerEditorInternal editorInternal) + { + EditorGUILayout.BeginVertical(editorInternal.editorStyles.multipleMaterialBackgroundStyle); + EditorGUILayout.LabelField("Texture Array Slice Configuration", EditorStyles.boldLabel); + + float oldLabelWidth = EditorGUIUtility.labelWidth; + + if (GUILayout.Button(MB3_TextureBakerEditorInternal.configAtlasTextureSlicesFromObjsContent)) + { + ConfigureTextureArraysFromObjsToCombine(momm, editorInternal.resultMaterialsTexArray, textureBaker); + } + + if (GUILayout.Button("Report texture sizes")) + { + Debug.Log(ReportTextureSizesAndFormats(momm)); + } + + if (editorInternal.textureArrayOutputFormats.arraySize == 0) + { + EditorGUILayout.HelpBox("You need at least one output format.", MessageType.Error); + } + + EditorGUILayout.PropertyField(editorInternal.textureArrayOutputFormats, gc_TextureArrayOutputFormats, true); + EditorGUILayout.BeginHorizontal(); + editorInternal.resultMaterialsFoldout = EditorGUILayout.Foldout(editorInternal.resultMaterialsFoldout, MB3_TextureBakerEditorInternal.textureArrayCombinedMaterialFoldoutGUIContent); + if (GUILayout.Button(MB3_TextureBakerEditorInternal.insertContent, EditorStyles.miniButtonLeft, MB3_TextureBakerEditorInternal.buttonWidth)) + { + if (editorInternal.resultMaterialsTexArray.arraySize == 0) + { + momm.resultMaterialsTexArray = new MB_MultiMaterialTexArray[1]; + } + else + { + int idx = editorInternal.resultMaterialsTexArray.arraySize - 1; + editorInternal.resultMaterialsTexArray.InsertArrayElementAtIndex(idx); + } + } + + if (GUILayout.Button(MB3_TextureBakerEditorInternal.deleteContent, EditorStyles.miniButtonRight, MB3_TextureBakerEditorInternal.buttonWidth) + && editorInternal.resultMaterialsTexArray.arraySize > 0) + { + editorInternal.resultMaterialsTexArray.DeleteArrayElementAtIndex(editorInternal.resultMaterialsTexArray.arraySize - 1); + } + + EditorGUILayout.EndHorizontal(); + + + if (editorInternal.resultMaterialsFoldout) + { + for (int i = 0; i < editorInternal.resultMaterialsTexArray.arraySize; i++) + { + + EditorGUILayout.Separator(); + if (i % 2 == 1) + { + EditorGUILayout.BeginVertical(editorInternal.editorStyles.multipleMaterialBackgroundStyle); + } + else + { + EditorGUILayout.BeginVertical(editorInternal.editorStyles.multipleMaterialBackgroundStyleDarker); + } + + string s = ""; + if (i < momm.resultMaterialsTexArray.Length && momm.resultMaterialsTexArray[i] != null && momm.resultMaterialsTexArray[i].combinedMaterial != null) s = momm.resultMaterialsTexArray[i].combinedMaterial.shader.ToString(); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField("---------- submesh:" + i + " " + s, EditorStyles.boldLabel); + if (GUILayout.Button(MB3_TextureBakerEditorInternal.deleteContent, EditorStyles.miniButtonRight, MB3_TextureBakerEditorInternal.buttonWidth)) + { + editorInternal.resultMaterialsTexArray.DeleteArrayElementAtIndex(i); + } + + EditorGUILayout.EndHorizontal(); + if (i < editorInternal.resultMaterialsTexArray.arraySize) + { + EditorGUILayout.Separator(); + SerializedProperty resMat = editorInternal.resultMaterialsTexArray.GetArrayElementAtIndex(i); + EditorGUILayout.PropertyField(resMat.FindPropertyRelative("combinedMaterial")); + SerializedProperty slices = resMat.FindPropertyRelative("slices"); + EditorGUILayout.PropertyField(slices, true); + } + + EditorGUILayout.EndVertical(); + } + } + + EditorGUILayout.EndVertical(); + + } + + public static string ReportTextureSizesAndFormats(MB3_TextureBaker mom) + { + if (mom.resultType != MB2_TextureBakeResults.ResultType.textureArray) + { + Debug.LogError("Result Type must be Texture Array."); + return ""; + } + + for (int resMatIdx = 0; resMatIdx < mom.resultMaterialsTexArray.Length; resMatIdx++) + { + MB_MultiMaterialTexArray resMatTexArray = mom.resultMaterialsTexArray[resMatIdx]; + if (resMatTexArray.combinedMaterial == null) + { + Debug.LogError("Result Material " + resMatIdx + " is null"); + return ""; + } + } + + System.Text.StringBuilder sb = new System.Text.StringBuilder(); + // Visit each result material + for (int resMatIdx = 0; resMatIdx < mom.resultMaterialsTexArray.Length; resMatIdx++) + { + MB_MultiMaterialTexArray resMatTexArray = mom.resultMaterialsTexArray[resMatIdx]; + + // Do an atlas pack in order to collect all the textures needed by the result material + // And group these by material texture property. + + MB3_TextureCombiner combiner = mom.CreateAndConfigureTextureCombiner(); + combiner.saveAtlasesAsAssets = false; + combiner.fixOutOfBoundsUVs = false; + List packingResults = new List(); + Material tempMat = new Material(resMatTexArray.combinedMaterial.shader); + + List allSourceMaterials = new List(); + for (int sliceIdx = 0; sliceIdx < resMatTexArray.slices.Count; sliceIdx++) + { + List srcMats = new List(); + resMatTexArray.slices[sliceIdx].GetAllUsedMaterials(srcMats); + for (int srcMatIdx = 0; srcMatIdx < srcMats.Count; srcMatIdx++) + { + if (srcMats[srcMatIdx] != null && !allSourceMaterials.Contains(srcMats[srcMatIdx])) + { + allSourceMaterials.Add(srcMats[srcMatIdx]); + } + } + } + + MB_AtlasesAndRects atlasesAndRects = new MB_AtlasesAndRects(); + combiner.CombineTexturesIntoAtlases(null, atlasesAndRects, tempMat, mom.GetObjectsToCombine(), allSourceMaterials, mom.texturePropNamesToIgnore, null, packingResults, + onlyPackRects:true, splitAtlasWhenPackingIfTooBig:false); + + // Now vist the packing results and collect all the textures + Debug.Assert(packingResults.Count == 1); + for (int texPropIdx = 0; texPropIdx < atlasesAndRects.texPropertyNames.Length; texPropIdx++) + { + string propertyName = atlasesAndRects.texPropertyNames[texPropIdx]; + sb.AppendLine(String.Format("Prop: {0}", propertyName)); + + List matsData = (List)packingResults[0].data; + HashSet visitedMats = new HashSet(); + for (int matAndGoIdx = 0; matAndGoIdx < matsData.Count; matAndGoIdx++) + { + Material mat = matsData[matAndGoIdx].material; + if (visitedMats.Contains(mat)) continue; + visitedMats.Add(mat); + if (mat.HasProperty(propertyName)) + { + Texture tex = mat.GetTexture(propertyName); + if (tex != null) + { + string texFormatString = "UnknownFormat"; + string texWrapMode = "UnknownClampMode"; + if (tex is Texture2D) + { + texFormatString = ((Texture2D)tex).format.ToString(); + texWrapMode = ((Texture2D)tex).wrapMode.ToString(); + } + + sb.AppendLine(String.Format(" {0} x {1} format:{2} wrapMode:{3} {4}", tex.width.ToString().PadLeft(6,' '), tex.height.ToString().PadRight(6,' '), texFormatString.PadRight(20,' '), texWrapMode.PadRight(12,' '), tex.name)); + } + } + } + } + } + + return sb.ToString(); + } + + public static void ConfigureTextureArraysFromObjsToCombine(MB3_TextureBaker mom, SerializedProperty resultMaterialsTexArrays, SerializedObject textureBaker) + { + if (mom.GetObjectsToCombine().Count == 0) + { + Debug.LogError("You need to add some objects to combine before building the texture array result materials."); + return; + } + if (resultMaterialsTexArrays.arraySize > 0) + { + Debug.LogError("You already have some texture array result materials configured. You must remove these before doing this operation."); + return; + } + if (mom.textureBakeResults == null) + { + Debug.LogError("Texture Bake Result asset must be set before using this operation."); + return; + } + + //validate that the objects to be combined are valid + for (int i = 0; i < mom.GetObjectsToCombine().Count; i++) + { + GameObject go = mom.GetObjectsToCombine()[i]; + if (go == null) + { + Debug.LogError("Null object in list of objects to combine at position " + i); + return; + } + + if (MB_Utility.GetMesh(go) == null) + { + Debug.LogError("Could not get mesh for object in list of objects to combine at position " + i); + return; + } + + Renderer r = go.GetComponent(); + if (r == null || (!(r is MeshRenderer) && !(r is SkinnedMeshRenderer))) + { + Debug.LogError("GameObject at position " + i + " in list of objects to combine did not have a renderer"); + return; + } + if (r.sharedMaterial == null) + { + Debug.LogError("GameObject at position " + i + " in list of objects to combine has a null material"); + return; + } + } + + //Will sort into "result material" + // slices + Dictionary> shader2ResultMat_map = new Dictionary>(); + + // first pass split by shader and analyse meshes. + List objsToCombine = mom.GetObjectsToCombine(); + for (int meshIdx = 0; meshIdx < objsToCombine.Count; meshIdx++) + { + GameObject srcGo = objsToCombine[meshIdx]; + Mesh mesh = MB_Utility.GetMesh(srcGo); + Renderer r = MB_Utility.GetRenderer(srcGo); + + if (mom.LOG_LEVEL >= MB2_LogLevel.trace) Debug.Log("1st Pass 'Split By Shader' Processing Mesh: "+ mesh +" Num submeshes: " + r.sharedMaterials.Length); + for (int submeshIdx = 0; submeshIdx < r.sharedMaterials.Length; submeshIdx++) + { + if (r.sharedMaterials[submeshIdx] == null) continue; + + MB3_TextureBakerEditorInternal.MultiMatSubmeshInfo newKey = new MB3_TextureBakerEditorInternal.MultiMatSubmeshInfo(r.sharedMaterials[submeshIdx].shader, r.sharedMaterials[submeshIdx]); + // Initially we fill the list of srcMaterials with garbage MB_MaterialAndUVRects. Will get proper ones when we atlas pack. + MB_MaterialAndUVRect submeshMaterial = new MB_MaterialAndUVRect( + r.sharedMaterials[submeshIdx], + new Rect(0, 0, 0, 0), // garbage value + false, //garbage value + new Rect(0, 0, 0, 0), // garbage value + new Rect(0, 0, 0, 0), // garbage value + new Rect(0, 0, 1, 1), // garbage value + MB_TextureTilingTreatment.unknown, // garbage value + r.name); + submeshMaterial.objectsThatUse = new List(); + submeshMaterial.objectsThatUse.Add(r.gameObject); + if (!shader2ResultMat_map.ContainsKey(newKey)) + { + // this is a new shader create a new result material + Slice srcMaterials = new Slice + { + atlasRects = new List(), + numAtlasRects = 1, + + }; + srcMaterials.atlasRects.Add(submeshMaterial); + List binsOfMatsThatUseShader = new List(); + binsOfMatsThatUseShader.Add(srcMaterials); + if (mom.LOG_LEVEL >= MB2_LogLevel.trace) Debug.Log(" Adding Source Material: " + submeshMaterial.material); + shader2ResultMat_map.Add(newKey, binsOfMatsThatUseShader); + } + else + { + // there is a result material that uses this shader. Add this source material + Slice srcMaterials = shader2ResultMat_map[newKey][0]; // There should only be one list of source materials + if (srcMaterials.atlasRects.Find(x => x.material == submeshMaterial.material) == null) + { + if (mom.LOG_LEVEL >= MB2_LogLevel.trace) Debug.Log(" Adding Source Material: " + submeshMaterial.material); + srcMaterials.atlasRects.Add(submeshMaterial); + } + } + } + } + + int resMatCount = 0; + foreach (MB3_TextureBakerEditorInternal.MultiMatSubmeshInfo resultMat in shader2ResultMat_map.Keys) + { + // at this point there there should be only one slice with all the source materials + resMatCount++; + + // For each result material, all source materials are in the first slice. + // We will now split these using a texture packer. Each "atlas" generated by the packer will be a slice. + { + // All source materials should be in the first slice at this point. + List slices = shader2ResultMat_map[resultMat]; + List newSlices = new List(); + Slice firstSlice = slices[0]; + List allMatsThatUserShader = new List(); + List objsThatUseFirstSlice = new List(); + for (int i = 0; i < firstSlice.atlasRects.Count; i++) + { + allMatsThatUserShader.Add(firstSlice.atlasRects[i].material); + if (!objsThatUseFirstSlice.Contains(firstSlice.atlasRects[i].objectsThatUse[0])) + { + objsThatUseFirstSlice.Add(firstSlice.atlasRects[i].objectsThatUse[0]); + } + } + + MB3_TextureCombiner combiner = mom.CreateAndConfigureTextureCombiner(); + combiner.packingAlgorithm = MB2_PackingAlgorithmEnum.MeshBakerTexturePacker; + combiner.saveAtlasesAsAssets = false; + combiner.fixOutOfBoundsUVs = true; + combiner.doMergeDistinctMaterialTexturesThatWouldExceedAtlasSize = true; + List packingResults = new List(); + Material tempMat = new Material(resultMat.shader); + + if (mom.LOG_LEVEL >= MB2_LogLevel.debug) Debug.Log("======== 2nd pass. Use atlas packer to split the first slice into multiple if it exceeds atlas size. "); + combiner.CombineTexturesIntoAtlases(null, null, tempMat, mom.GetObjectsToCombine(), allMatsThatUserShader, mom.texturePropNamesToIgnore, null, packingResults, + onlyPackRects:true, splitAtlasWhenPackingIfTooBig:true); + if (mom.LOG_LEVEL >= MB2_LogLevel.debug) Debug.Log("======== Completed packing with texture packer. numPackingResults: " + packingResults.Count); + newSlices.Clear(); + + // The texture packing just split the atlas into multiple atlases. Each atlas will become a "slice". + for (int newSliceIdx = 0; newSliceIdx < packingResults.Count; newSliceIdx++) + { + List sourceMats = new List(); + List packedMatRects = (List) packingResults[newSliceIdx].data; + HashSet distinctAtlasRects = new HashSet(); + for (int packedMatRectIdx = 0; packedMatRectIdx < packedMatRects.Count; packedMatRectIdx++) + { + MB_MaterialAndUVRect muvr = packedMatRects[packedMatRectIdx]; + distinctAtlasRects.Add(muvr.atlasRect); + //{ + // Rect encapsulatingRect = muvr.GetEncapsulatingRect(); + // Vector2 sizeInAtlas_px = new Vector2( + // packingResults[newSliceIdx].atlasX * encapsulatingRect.width, + // packingResults[newSliceIdx].atlasY * encapsulatingRect.height); + //} + sourceMats.Add(muvr); + } + + Slice slice = new Slice() + { + atlasRects = sourceMats, + packingResult = packingResults[newSliceIdx], + numAtlasRects = distinctAtlasRects.Count, + }; + + newSlices.Add(slice); + } + + // Replace first slice with split version. + if (mom.LOG_LEVEL >= MB2_LogLevel.debug) Debug.Log("First slice exceeded atlas size splitting it into " + newSlices.Count + " slices"); + slices.RemoveAt(0); + for (int i = 0; i < newSlices.Count; i++) + { + slices.Insert(i, newSlices[i]); + } + } + } + + // build the texture array result materials + if (shader2ResultMat_map.Count == 0) Debug.LogError("Found no materials in list of objects to combine"); + mom.resultMaterialsTexArray = new MB_MultiMaterialTexArray[shader2ResultMat_map.Count]; + int k = 0; + foreach (MB3_TextureBakerEditorInternal.MultiMatSubmeshInfo resMatKey in shader2ResultMat_map.Keys) + { + List srcSlices = shader2ResultMat_map[resMatKey]; + MB_MultiMaterialTexArray mm = mom.resultMaterialsTexArray[k] = new MB_MultiMaterialTexArray(); + for (int sliceIdx = 0; sliceIdx < srcSlices.Count; sliceIdx++) + { + Slice slice = srcSlices[sliceIdx]; + MB_TexArraySlice resSlice = new MB_TexArraySlice(); + for (int srcMatIdx = 0; srcMatIdx < slice.atlasRects.Count; srcMatIdx++) + { + MB_MaterialAndUVRect matAndUVRect = slice.atlasRects[srcMatIdx]; + List objsThatUse = matAndUVRect.objectsThatUse; + for (int objsThatUseIdx = 0; objsThatUseIdx < objsThatUse.Count; objsThatUseIdx++) + { + GameObject obj = objsThatUse[objsThatUseIdx]; + if (!resSlice.ContainsMaterialAndMesh(slice.atlasRects[srcMatIdx].material, MB_Utility.GetMesh(obj))) + { + resSlice.sourceMaterials.Add( + new MB_TexArraySliceRendererMatPair() + { + renderer = obj, + sourceMaterial = slice.atlasRects[srcMatIdx].material + } + ); + } + } + } + + { + // Should we use considerUVs + bool doConsiderUVs = false; + // If there is more than one atlas rectangle in a slice then use considerUVs + if (slice.numAtlasRects > 1) + { + doConsiderUVs = true; + } + else + { + // There is only one source material, could be: + // - lots of tiling (don't want consider UVs) + // - We are extracting a small part of a large atlas (want considerUVs) + if (slice.packingResult.atlasX >= mom.maxAtlasSize || + slice.packingResult.atlasY >= mom.maxAtlasSize) + { + doConsiderUVs = false; // lots of tiling + } + else + { + doConsiderUVs = true; // extracting a small part of an atlas + } + } + + resSlice.considerMeshUVs = doConsiderUVs; + } + + mm.slices.Add(resSlice); + } + + // Enforce integrity. If a material appears in more than one slice then all those slices must be considerUVs=true + { + // collect all distinct materials + HashSet distinctMats = new HashSet(); + Dictionary mat2sliceCount = new Dictionary(); + for (int sliceIdx = 0; sliceIdx < mm.slices.Count; sliceIdx++) + { + for (int sliceMatIdx = 0; sliceMatIdx < mm.slices[sliceIdx].sourceMaterials.Count; sliceMatIdx++) + { + Material mat = mm.slices[sliceIdx].sourceMaterials[sliceMatIdx].sourceMaterial; + distinctMats.Add(mat); + mat2sliceCount[mat] = 0; + } + } + + // Count the number of slices that use each material. + foreach (Material mat in distinctMats) + { + for (int sliceIdx = 0; sliceIdx < mm.slices.Count; sliceIdx++) + { + if (mm.slices[sliceIdx].ContainsMaterial(mat)) + { + mat2sliceCount[mat] = mat2sliceCount[mat] + 1; + } + } + } + + // Check that considerUVs is true for any materials that appear more than once + foreach (Material mat in distinctMats) + { + if (mat2sliceCount[mat] > 1) + { + for (int sliceIdx = 0; sliceIdx < mm.slices.Count; sliceIdx++) + { + if (mm.slices[sliceIdx].ContainsMaterial(mat)) + { + if (mom.LOG_LEVEL >= MB2_LogLevel.debug && + mm.slices[sliceIdx].considerMeshUVs) Debug.Log("There was a material " + mat + " that was used by more than one slice and considerUVs was false. sliceIdx:" + sliceIdx); + mm.slices[sliceIdx].considerMeshUVs = true; + } + } + } + } + } + + // Cleanup. remove "Renderer"s from source materials that do not use considerUVs and delete extra + { + // put any slices with consider UVs first + List newSlices = new List(); + for (int sliceIdx = 0; sliceIdx < mm.slices.Count; sliceIdx++) + { + if (mm.slices[sliceIdx].considerMeshUVs == true) + { + newSlices.Add(mm.slices[sliceIdx]); + } + } + + // for any slices without considerUVs, remove "renderer" and truncate + for (int sliceIdx = 0; sliceIdx < mm.slices.Count; sliceIdx++) + { + MB_TexArraySlice slice = mm.slices[sliceIdx]; + if (slice.considerMeshUVs == false) + { + newSlices.Add(slice); + HashSet distinctMats = slice.GetDistinctMaterials(); + slice.sourceMaterials.Clear(); + foreach (Material mat in distinctMats) + { + slice.sourceMaterials.Add(new MB_TexArraySliceRendererMatPair() {sourceMaterial = mat }); + } + } + } + + mm.slices = newSlices; + } + + string pth = AssetDatabase.GetAssetPath(mom.textureBakeResults); + string baseName = Path.GetFileNameWithoutExtension(pth); + string folderPath = pth.Substring(0, pth.Length - baseName.Length - 6); + string matName = folderPath + baseName + "-mat" + k + ".mat"; + Material existingAsset = AssetDatabase.LoadAssetAtPath(matName); + if (!existingAsset) + { + Material newMat = new Material(Shader.Find("Standard")); + // Don't try to configure the material we need the user to pick a shader that has TextureArrays + AssetDatabase.CreateAsset(newMat, matName); + } + + mm.combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matName, typeof(Material)); + k++; + } + + + MBVersionEditor.UpdateIfDirtyOrScript(textureBaker); + textureBaker.Update(); + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureTextureArrays.cs.meta b/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureTextureArrays.cs.meta new file mode 100644 index 0000000..106c6ae --- /dev/null +++ b/Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureTextureArrays.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 8860927141262124c92c04030afa23d5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MB_TextureBakerEditorConfigureTextureArrays.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/MeshBakerEditor.asmdef b/Assets/MeshBaker/Editor/MeshBakerEditor.asmdef new file mode 100644 index 0000000..bba9629 --- /dev/null +++ b/Assets/MeshBaker/Editor/MeshBakerEditor.asmdef @@ -0,0 +1,19 @@ +{ + "name": "MeshBakerEditor", + "references": [ + "MeshBakerLib", + "MeshBakerEditorLib", + "MeshBakerCore" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/MeshBakerEditor.asmdef.meta b/Assets/MeshBaker/Editor/MeshBakerEditor.asmdef.meta new file mode 100644 index 0000000..9b7f81a --- /dev/null +++ b/Assets/MeshBaker/Editor/MeshBakerEditor.asmdef.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: dd9493fbefb52fd48926bb1291844728 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/MeshBakerEditor.asmdef + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/propertyDrawers.meta b/Assets/MeshBaker/Editor/propertyDrawers.meta new file mode 100644 index 0000000..523ec44 --- /dev/null +++ b/Assets/MeshBaker/Editor/propertyDrawers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c307e366f91a4284d810409a68c5b7bc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MeshBaker/Editor/propertyDrawers/MB3_ShaderTexturePropertyDrawer.cs b/Assets/MeshBaker/Editor/propertyDrawers/MB3_ShaderTexturePropertyDrawer.cs new file mode 100644 index 0000000..7468d15 --- /dev/null +++ b/Assets/MeshBaker/Editor/propertyDrawers/MB3_ShaderTexturePropertyDrawer.cs @@ -0,0 +1,44 @@ +using UnityEditor; +using UnityEngine; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + [CustomPropertyDrawer(typeof(ShaderTextureProperty))] + public class MB3_ShaderTexturePropertyDrawer : PropertyDrawer + { + public static GUIContent gc_isNormalMap = new GUIContent("isNormalMap", "This atlas texture will be marked as a normal map"), + gc_isGammaCorrected = new GUIContent("isGammaCorrected", "This atlas should be gamma corrected (sRGB checked). If not checked then the atlas will be a linear texture"); + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + label = EditorGUI.BeginProperty(position, label, property); + + + Rect contentPosition = EditorGUI.PrefixLabel(position, label); + + float w = contentPosition.width; + + contentPosition.width = w * 0.4f; + EditorGUI.indentLevel = 0; + + EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("name"), GUIContent.none); + + contentPosition.x += contentPosition.width; + contentPosition.width = w * 0.3f; + EditorGUIUtility.labelWidth = 50f; + EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("isNormalMap"), gc_isNormalMap); + + contentPosition.x += contentPosition.width; + EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("isGammaCorrected"), gc_isGammaCorrected); + + + + //EditorGUILayout.PropertyField(property.FindPropertyRelative("name")); + //EditorGUILayout.PropertyField(property.FindPropertyRelative("isNormalMap"), gc_isNormalMap); + //EditorGUILayout.PropertyField(property.FindPropertyRelative("isGammaCorrected"), gc_isGammaCorrected); + EditorGUI.EndProperty(); + + } + } +} diff --git a/Assets/MeshBaker/Editor/propertyDrawers/MB3_ShaderTexturePropertyDrawer.cs.meta b/Assets/MeshBaker/Editor/propertyDrawers/MB3_ShaderTexturePropertyDrawer.cs.meta new file mode 100644 index 0000000..1ba20eb --- /dev/null +++ b/Assets/MeshBaker/Editor/propertyDrawers/MB3_ShaderTexturePropertyDrawer.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 24ced5fa006456249ac31e87abe5aa5b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/propertyDrawers/MB3_ShaderTexturePropertyDrawer.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/propertyDrawers/MB_ConvertTextureArrayFormatWizard.cs b/Assets/MeshBaker/Editor/propertyDrawers/MB_ConvertTextureArrayFormatWizard.cs new file mode 100644 index 0000000..b20869d --- /dev/null +++ b/Assets/MeshBaker/Editor/propertyDrawers/MB_ConvertTextureArrayFormatWizard.cs @@ -0,0 +1,65 @@ +using UnityEditor; +using UnityEngine; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + public class MB_ConvertTextureArrayFormatWizard : ScriptableWizard + { + public Texture2DArray textureArray; + public TextureFormat format = TextureFormat.ARGB32; + + [MenuItem("Window/Mesh Baker/TextureArray Format Converter")] + static void CreateWizard() + { + ScriptableWizard.DisplayWizard("Convert Texture Array Format", "Close", "Convert"); + } + + void OnWizardCreate() + { + + } + + void OnWizardUpdate() + { + helpString = "Please assign a texture array"; + } + + void OnWizardOtherButton() + { + helpString = ""; + if (textureArray == null) + { + helpString = "Please assign a texture array"; + return; + } + + MB3_EditorMethods editorMethods = new MB3_EditorMethods(); + if (!editorMethods.TextureImporterFormatExistsForTextureFormat(format)) + { + helpString = "No ImporterFormat exists for the selected format. Please select a different format."; + return; + } + + if (textureArray.format != TextureFormat.ARGB32 && + textureArray.format != TextureFormat.RGB24) + { + helpString = "Source TextureArray must be in format ARGB32 or RGB24. This will probably be changed in" + + "a future version of Mesh Baker."; + return; + } + + Texture2DArray outArray = new Texture2DArray(textureArray.width, textureArray.height, textureArray.depth, format, true); + if (editorMethods.ConvertTexture2DArray(textureArray, outArray, format)) + { + string pth = UnityEditor.AssetDatabase.GetAssetPath(textureArray); + if (pth == null) pth = "Assets/TextureArray.asset"; + pth = pth.Replace(".asset", ""); + pth += format.ToString() + ".asset"; + UnityEditor.AssetDatabase.CreateAsset(outArray, pth); + Debug.Log("Convert success saved asset: " + pth); + } + } + } +} + diff --git a/Assets/MeshBaker/Editor/propertyDrawers/MB_ConvertTextureArrayFormatWizard.cs.meta b/Assets/MeshBaker/Editor/propertyDrawers/MB_ConvertTextureArrayFormatWizard.cs.meta new file mode 100644 index 0000000..4543b02 --- /dev/null +++ b/Assets/MeshBaker/Editor/propertyDrawers/MB_ConvertTextureArrayFormatWizard.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: d355da520c795f543a934da176eb59ca +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/propertyDrawers/MB_ConvertTextureArrayFormatWizard.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/propertyDrawers/MB_PaginatedList.cs b/Assets/MeshBaker/Editor/propertyDrawers/MB_PaginatedList.cs new file mode 100644 index 0000000..e4df51b --- /dev/null +++ b/Assets/MeshBaker/Editor/propertyDrawers/MB_PaginatedList.cs @@ -0,0 +1,87 @@ +using UnityEditor; +using UnityEngine; + +namespace DigitalOpus.MB.MBEditor +{ + public class MB_PaginatedList + { + public static void GenerateObjectsToBeCombinedList(SerializedProperty objsToMesh, ref int currentPage, ref int objectsPerPage) + { + SerializedProperty arraySizeProp = objsToMesh.FindPropertyRelative("Array.size"); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField("Size", GUILayout.Width(EditorGUIUtility.labelWidth)); + int newSize = EditorGUILayout.DelayedIntField(arraySizeProp.intValue); + arraySizeProp.intValue = Mathf.Max(1, newSize); + if (newSize <= 0 && + arraySizeProp.intValue == 1) + { + // This is necessary because the first element in the list gets preserved. + // If the user sets the number of elements to 0 or less then we should + // make the displayed first element == null + SerializedProperty element = objsToMesh.GetArrayElementAtIndex(0); + element.objectReferenceValue = null; + } + + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField("Objects per Page", GUILayout.Width(EditorGUIUtility.labelWidth)); + EditorGUI.BeginChangeCheck(); + int newObjectsPerPage = EditorGUILayout.DelayedIntField(objectsPerPage); + if (EditorGUI.EndChangeCheck()) + { + objectsPerPage = Mathf.Clamp(newObjectsPerPage, 10, 500); + currentPage = 1; + } + EditorGUILayout.EndHorizontal(); + + int totalObjects = objsToMesh.arraySize; + int totalPages = totalObjects / objectsPerPage; + if (totalObjects % objectsPerPage != 0) + { + totalPages++; + } + + if (totalPages == 0) + { + currentPage = 1; + } + else if (currentPage > totalPages) + { + currentPage = totalPages; + } + else if (currentPage < 1) + { + currentPage = 1; + } + + int startIndex = (currentPage - 1) * objectsPerPage; + int endIndex = Mathf.Min(startIndex + objectsPerPage, totalObjects); + for (int i = startIndex; i < endIndex; i++) + { + SerializedProperty objProp = objsToMesh.GetArrayElementAtIndex(i); + EditorGUILayout.PropertyField(objProp, new GUIContent("Object " + (i + 1))); + } + + EditorGUILayout.BeginHorizontal(); + GUI.enabled = currentPage > 1; + if (GUILayout.Button("Previous")) + { + currentPage--; + } + bool prevGUIEnabled = GUI.enabled; + GUI.enabled = true; + GUIStyle centeredLabelStyle = new GUIStyle(EditorStyles.label); + centeredLabelStyle.alignment = TextAnchor.MiddleCenter; + EditorGUILayout.LabelField("Page " + currentPage + " of " + totalPages, centeredLabelStyle); + GUI.enabled = prevGUIEnabled; + GUI.enabled = currentPage < totalPages; + if (GUILayout.Button("Next")) + { + currentPage++; + } + GUI.enabled = true; + EditorGUILayout.EndHorizontal(); + } + } +} diff --git a/Assets/MeshBaker/Editor/propertyDrawers/MB_PaginatedList.cs.meta b/Assets/MeshBaker/Editor/propertyDrawers/MB_PaginatedList.cs.meta new file mode 100644 index 0000000..f99b758 --- /dev/null +++ b/Assets/MeshBaker/Editor/propertyDrawers/MB_PaginatedList.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0eac7adb5e69eaa45b05407b27e84965 +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/propertyDrawers/MB_PaginatedList.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/propertyDrawers/MB_PrefabPairPropertyDrawer.cs b/Assets/MeshBaker/Editor/propertyDrawers/MB_PrefabPairPropertyDrawer.cs new file mode 100644 index 0000000..3c1d997 --- /dev/null +++ b/Assets/MeshBaker/Editor/propertyDrawers/MB_PrefabPairPropertyDrawer.cs @@ -0,0 +1,82 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using DigitalOpus.MB.MBEditor; + +namespace DigitalOpus.MB.MBEditor +{ + /// + /// Draws rows for the PrafabPairs in the Switch Prefabs In Scene Window. + /// + [CustomPropertyDrawer(typeof(MB_ReplacePrefabsSettings.PrefabPair))] + public class MB_PrefabPairPropertyDrawer : PropertyDrawer + { + private GUIStyle redFont = new GUIStyle(); + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); + int indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + float xx = position.x; + float yy = position.y; + float ww = 15f; + float hh = position.height; + + Rect enabledRect = new Rect(xx, yy, ww, EditorGUIUtility.singleLineHeight); + xx += ww; + ww = 50; + Rect srcLabel = new Rect(xx, yy, ww, EditorGUIUtility.singleLineHeight); + xx += ww; + ww = 200; + Rect sourceRect = new Rect(xx, yy, ww, EditorGUIUtility.singleLineHeight); + xx += ww; + ww = 50; + Rect targetLabel = new Rect(xx, yy, ww, EditorGUIUtility.singleLineHeight); + xx += ww; + ww = 200; + Rect targetRect = new Rect(xx, yy, ww, EditorGUIUtility.singleLineHeight); + + EditorGUI.PropertyField(enabledRect, property.FindPropertyRelative("enabled"), GUIContent.none); + EditorGUI.LabelField(srcLabel, "Source:"); + EditorGUI.PropertyField(sourceRect, property.FindPropertyRelative("srcPrefab"), GUIContent.none); + EditorGUI.LabelField(targetLabel, "Target:"); + EditorGUI.PropertyField(targetRect, property.FindPropertyRelative("targPrefab"), GUIContent.none); + + SerializedProperty errorsProp = property.serializedObject.FindProperty(property.propertyPath + ".objsWithErrors"); + if (errorsProp.arraySize > 0) + { + redFont.normal.textColor = Color.red; + for (int i = 0; i < errorsProp.arraySize; i++) + { + xx = position.x; + yy = position.y + (1 + i) * EditorGUIUtility.singleLineHeight; + ww = 100; + SerializedProperty errProp = errorsProp.GetArrayElementAtIndex(i); + GameObject obj = (GameObject)errProp.FindPropertyRelative("errorObj").objectReferenceValue; + string errStr = errProp.FindPropertyRelative("error").stringValue; + Rect buttonRect = new Rect(xx, yy, ww, EditorGUIUtility.singleLineHeight); + if (GUI.Button(buttonRect, "Select")) + { + if (obj != null) Selection.activeGameObject = obj; + } + xx += ww; + ww = 500; + EditorGUI.LabelField(new Rect(xx, yy, ww, EditorGUIUtility.singleLineHeight), errStr, redFont); + } + } + + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty errorsProp = property.serializedObject.FindProperty(property.propertyPath + ".objsWithErrors"); + return base.GetPropertyHeight(property, label) + errorsProp.arraySize * EditorGUIUtility.singleLineHeight; + } + } +} diff --git a/Assets/MeshBaker/Editor/propertyDrawers/MB_PrefabPairPropertyDrawer.cs.meta b/Assets/MeshBaker/Editor/propertyDrawers/MB_PrefabPairPropertyDrawer.cs.meta new file mode 100644 index 0000000..1796e3b --- /dev/null +++ b/Assets/MeshBaker/Editor/propertyDrawers/MB_PrefabPairPropertyDrawer.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: f8fdae7bfb5aa3a41ab365cd5a8238c8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/propertyDrawers/MB_PrefabPairPropertyDrawer.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters.meta b/Assets/MeshBaker/Editor/searchFilters.meta new file mode 100644 index 0000000..aa71d3b --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 31b5ad3e3da6e4244bdaa2a76ab994b6 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByAlreadyAdded.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByAlreadyAdded.cs new file mode 100644 index 0000000..d1608d1 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByAlreadyAdded.cs @@ -0,0 +1,39 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class GroupByAlreadyAdded : IGroupByFilter + { + public string GetName() + { + return "AlreadyAdded"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return "alreadyAdded=" + fi.alreadyInBakerList; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + int alreadyAddedCompare = 0; + if (b.alreadyInBakerList == true && a.alreadyInBakerList == false) + { + alreadyAddedCompare = -1; + } + if (b.alreadyInBakerList == false && a.alreadyInBakerList == true) + { + alreadyAddedCompare = 1; + } + return alreadyAddedCompare; + } + } +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByAlreadyAdded.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByAlreadyAdded.cs.meta new file mode 100644 index 0000000..4e5cb7d --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByAlreadyAdded.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: ac8e94c94918f5245823661062e06239 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByAlreadyAdded.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByEnabledDisabled.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByEnabledDisabled.cs new file mode 100644 index 0000000..b32a734 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByEnabledDisabled.cs @@ -0,0 +1,39 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class GroupByEnabledDisabled : IGroupByFilter + { + public string GetName() + { + return "Is Enabled"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return fi.go.activeInHierarchy ? "Enabled" : "Disabled"; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + int compareVal = 0; + if (b.go.activeInHierarchy == true && a.go.activeInHierarchy == false) + { + compareVal = -1; + } + if (b.go.activeInHierarchy == false && a.go.activeInHierarchy == true) + { + compareVal = 1; + } + return compareVal; + } + } +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByEnabledDisabled.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByEnabledDisabled.cs.meta new file mode 100644 index 0000000..74413a8 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByEnabledDisabled.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 000b6aa8344585d4fb87fb96b8149202 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByEnabledDisabled.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByHasSameSetsOfMaps.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByHasSameSetsOfMaps.cs new file mode 100644 index 0000000..cb60f52 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByHasSameSetsOfMaps.cs @@ -0,0 +1,24 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class GroupByHasSameSetsOfMaps : IGroupByFilter + { + public string GetName() { + return "HasSameSetsOfMaps"; + } + public string GetDescription(GameObjectFilterInfo fi) + { + return "HasMaps=" + fi.setOfMaps; + } + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + return a.setOfMaps.CompareTo(b.setOfMaps); + } + } +} diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByHasSameSetsOfMaps.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByHasSameSetsOfMaps.cs.meta new file mode 100644 index 0000000..8b498d9 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByHasSameSetsOfMaps.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 06dd0ff07a3ad5940af7018018361a3f +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByHasSameSetsOfMaps.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLayerIndex.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLayerIndex.cs new file mode 100644 index 0000000..06c6183 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLayerIndex.cs @@ -0,0 +1,27 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class MB3_GroupByLayerIndex : IGroupByFilter + { + public string GetName() + { + return "Layer Index"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return "layerIndex=" + fi.layerIndex; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + return b.layerIndex - a.layerIndex; + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLayerIndex.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLayerIndex.cs.meta new file mode 100644 index 0000000..1f5d83c --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLayerIndex.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ce357bbdee02d3049a5ec6c026da0248 +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLayerIndex.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLightmapIndex.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLightmapIndex.cs new file mode 100644 index 0000000..cf39068 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLightmapIndex.cs @@ -0,0 +1,30 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class GroupByLightmapIndex : IGroupByFilter + { + public string GetName() + { + return "Lightmap Index"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return "lightmapIndex=" + fi.lightmapIndex; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + return b.lightmapIndex - a.lightmapIndex; + } + } +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLightmapIndex.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLightmapIndex.cs.meta new file mode 100644 index 0000000..2d8880f --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLightmapIndex.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 8add88348b69079419318c17a4aec61a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByLightmapIndex.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMaterial.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMaterial.cs new file mode 100644 index 0000000..5257022 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMaterial.cs @@ -0,0 +1,29 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + public class GroupByMaterial : IGroupByFilter + { + public string GetName() + { + return "Material"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return "material=" + fi.materialName; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + return a.materialName.CompareTo(b.materialName); + } + } +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMaterial.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMaterial.cs.meta new file mode 100644 index 0000000..6596a1f --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMaterial.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 2ff3bf9d7e4fcb64eba007e5d54d5f6a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMaterial.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMetallicOrSpecular.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMetallicOrSpecular.cs new file mode 100644 index 0000000..d959787 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMetallicOrSpecular.cs @@ -0,0 +1,31 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class MB3_GroupByMetallicOrSpecular : IGroupByFilter + { + public string GetName() + { + return "MetallicOrSpecular"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return "metallicOrSpecular=" + fi.metallicOrSpecularName; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + return a.metallicOrSpecularName.CompareTo(b.metallicOrSpecularName); + } + } + +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMetallicOrSpecular.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMetallicOrSpecular.cs.meta new file mode 100644 index 0000000..cd5eb78 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMetallicOrSpecular.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: fb37c235a0a0db442aa27cf27a99faeb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByMetallicOrSpecular.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByOutOfBoundsUVs.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByOutOfBoundsUVs.cs new file mode 100644 index 0000000..b23fcfe --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByOutOfBoundsUVs.cs @@ -0,0 +1,30 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class GroupByOutOfBoundsUVs : IGroupByFilter + { + public string GetName() + { + return "OutOfBoundsUVs"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return "OutOfBoundsUVs=" + fi.outOfBoundsUVs; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + return Convert.ToInt32(b.outOfBoundsUVs) - Convert.ToInt32(a.outOfBoundsUVs); + } + } +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByOutOfBoundsUVs.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByOutOfBoundsUVs.cs.meta new file mode 100644 index 0000000..e16014f --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByOutOfBoundsUVs.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 29fb03f40f7582c41a09dec611a68e8c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByOutOfBoundsUVs.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByRenderType.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByRenderType.cs new file mode 100644 index 0000000..de6e768 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByRenderType.cs @@ -0,0 +1,39 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class GroupByRenderType : IGroupByFilter + { + public string GetName() + { + return "RenderType"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return fi.isMeshRenderer ? "MeshRenderer" : "SkinnedMeshRenderer"; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + int renderTypeCompare = 0; + if (b.isMeshRenderer == true && a.isMeshRenderer == false) + { + renderTypeCompare = -1; + } + if (b.isMeshRenderer == false && a.isMeshRenderer == true) + { + renderTypeCompare = 1; + } + return renderTypeCompare; + } + } +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByRenderType.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByRenderType.cs.meta new file mode 100644 index 0000000..7231668 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByRenderType.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: ccb4d2ba98c9989449e34934c09ec5ca +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByRenderType.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByShader.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByShader.cs new file mode 100644 index 0000000..c617482 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByShader.cs @@ -0,0 +1,31 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class GroupByShader : IGroupByFilter + { + public string GetName() + { + return "Shader"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return "shader=" + fi.shaderName; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + return a.shaderName.CompareTo(b.shaderName); + } + } + +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByShader.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByShader.cs.meta new file mode 100644 index 0000000..4506737 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByShader.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 5f0f3a86ced986a4aa686551a1c3a4ad +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByShader.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByStatic.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByStatic.cs new file mode 100644 index 0000000..7f7c5c5 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByStatic.cs @@ -0,0 +1,39 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class GroupByStatic : IGroupByFilter + { + public string GetName() + { + return "Static"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return "isStatic=" + fi.isStatic; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + int staticCompare = 0; + if (b.isStatic == true && a.isStatic == false) + { + staticCompare = -1; + } + if (b.isStatic == false && a.isStatic == true) + { + staticCompare = 1; + } + return staticCompare; + } + } +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByStatic.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByStatic.cs.meta new file mode 100644 index 0000000..e031494 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByStatic.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 4e91e5646c425c8428d175ac3fe62800 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByStatic.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByTransparency.cs b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByTransparency.cs new file mode 100644 index 0000000..5af903e --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByTransparency.cs @@ -0,0 +1,31 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.MBEditor +{ + + public class MB3_GroupByTransparency : IGroupByFilter + { + public string GetName() + { + return "Transparency"; + } + + public string GetDescription(GameObjectFilterInfo fi) + { + return "transparency=" + fi.standardShaderBlendModesName; + } + + public int Compare(GameObjectFilterInfo a, GameObjectFilterInfo b) + { + return a.standardShaderBlendModesName.CompareTo(b.standardShaderBlendModesName); + } + } + +} + + + diff --git a/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByTransparency.cs.meta b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByTransparency.cs.meta new file mode 100644 index 0000000..40a4ff0 --- /dev/null +++ b/Assets/MeshBaker/Editor/searchFilters/MB3_GroupByTransparency.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: b9be5ed7795b65d448a3cd700e472f8a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Editor/searchFilters/MB3_GroupByTransparency.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples.meta b/Assets/MeshBaker/Examples.meta new file mode 100644 index 0000000..fc1cbc8 --- /dev/null +++ b/Assets/MeshBaker/Examples.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 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edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/Assets/Textures/tree.tif + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/BakeTexturesAtRuntime.meta b/Assets/MeshBaker/Examples/BakeTexturesAtRuntime.meta new file mode 100644 index 0000000..2717450 --- /dev/null +++ b/Assets/MeshBaker/Examples/BakeTexturesAtRuntime.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9e6d0ad5df71e76438b85fb935bb7d07 diff --git a/Assets/MeshBaker/Examples/BakeTexturesAtRuntime/BakeTexturesAtRuntime.cs b/Assets/MeshBaker/Examples/BakeTexturesAtRuntime/BakeTexturesAtRuntime.cs new file mode 100644 index 0000000..95292aa --- /dev/null +++ b/Assets/MeshBaker/Examples/BakeTexturesAtRuntime/BakeTexturesAtRuntime.cs @@ -0,0 +1,121 @@ +using UnityEngine; +using System.Collections; +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.Examples +{ + /* + * For building atlases at runtime it is very important that: + * - textures be in trucolor/RBGA32 format + * - textures have read flag set + * + * + * It is also Highly recommended to avoid resizing + * - build padding into textures in editor + * - don't use padding when creating atlases + * - don't use tiled materials + * + * If you are having problems look at the Debug Log on the device + */ + public class BakeTexturesAtRuntime : MonoBehaviour + { + public GameObject target; + float elapsedTime = 0; + MB3_TextureCombiner.CreateAtlasesCoroutineResult result = new MB3_TextureCombiner.CreateAtlasesCoroutineResult(); + + public string GetShaderNameForPipeline() + { + if (MBVersion.DetectPipeline() == MBVersion.PipelineType.URP) + { + return "Universal Render Pipeline/Lit"; + } + else if (MBVersion.DetectPipeline() == MBVersion.PipelineType.HDRP) + { + return "HDRP/Lit"; + } + + return "Diffuse"; + } + + void OnGUI() + { + GUILayout.Label("Time to bake textures: " + elapsedTime); + if (GUILayout.Button("Combine textures & build combined mesh all at once")) + { + MB3_MeshBaker meshbaker = target.GetComponentInChildren(); + MB3_TextureBaker textureBaker = target.GetComponent(); + + { + // This line is only necessary because this example scene was + // created in an older version of Unity. Clearing the mesh + // ensures that this the mesh is fully compatible with this version + // of Unity. + ((MB3_MeshCombinerSingle)meshbaker.meshCombiner).SetMesh(null); + } + + //These can be assets configured at runtime or you can create them + // on the fly like this + textureBaker.textureBakeResults = ScriptableObject.CreateInstance(); + textureBaker.resultMaterial = new Material(Shader.Find(GetShaderNameForPipeline())); + + float t1 = Time.realtimeSinceStartup; + textureBaker.CreateAtlases(); + elapsedTime = Time.realtimeSinceStartup - t1; + + meshbaker.ClearMesh(); //only necessary if your not sure whats in the combined mesh + meshbaker.textureBakeResults = textureBaker.textureBakeResults; + + //Add the objects to the combined mesh + if (meshbaker.AddDeleteGameObjects(textureBaker.GetObjectsToCombine().ToArray(), null, true)) + { + meshbaker.Apply(); + } + } + + if (GUILayout.Button("Combine textures & build combined mesh using coroutine")) + { + Debug.Log("Starting to bake textures on frame " + Time.frameCount); + MB3_MeshBaker meshbaker = target.GetComponentInChildren(); + MB3_TextureBaker textureBaker = target.GetComponent(); + + { + // This line is only necessary because this example scene was + // created in an older version of Unity. Clearing the mesh + // ensures that this the mesh is fully compatible with this version + // of Unity. + ((MB3_MeshCombinerSingle)meshbaker.meshCombiner).SetMesh(null); + } + + //These can be assets configured at runtime or you can create them + // on the fly like this + textureBaker.textureBakeResults = ScriptableObject.CreateInstance(); + textureBaker.resultMaterial = new Material(Shader.Find(GetShaderNameForPipeline())); + + //register an OnSuccess function to be called when texture baking is complete + textureBaker.onBuiltAtlasesSuccess = new MB3_TextureBaker.OnCombinedTexturesCoroutineSuccess(OnBuiltAtlasesSuccess); + StartCoroutine(textureBaker.CreateAtlasesCoroutine(null, result, false, null, .01f)); + } + } + + void OnBuiltAtlasesSuccess() + { + Debug.Log("Calling success callback. baking meshes"); + MB3_MeshBaker meshbaker = target.GetComponentInChildren(); + MB3_TextureBaker textureBaker = target.GetComponent(); + //elapsedTime = Time.realtimeSinceStartup - t1; + + if (result.isFinished && + result.success) + { + meshbaker.ClearMesh(); //only necessary if your not sure whats in the combined mesh + meshbaker.textureBakeResults = textureBaker.textureBakeResults; + //Add the objects to the combined mesh + if (meshbaker.AddDeleteGameObjects(textureBaker.GetObjectsToCombine().ToArray(), null, true)) + { + meshbaker.Apply(); + } + } + Debug.Log("Completed baking textures on frame " + Time.frameCount); + } + } +} diff --git a/Assets/MeshBaker/Examples/BakeTexturesAtRuntime/BakeTexturesAtRuntime.cs.meta b/Assets/MeshBaker/Examples/BakeTexturesAtRuntime/BakeTexturesAtRuntime.cs.meta new file mode 100644 index 0000000..7ed097a --- /dev/null +++ b/Assets/MeshBaker/Examples/BakeTexturesAtRuntime/BakeTexturesAtRuntime.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 0fe6ad65b6159f4499e7bad146934ac5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/BakeTexturesAtRuntime/BakeTexturesAtRuntime.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.meta b/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.meta new file mode 100644 index 0000000..ec6b63c --- /dev/null +++ b/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 933f96217e411d04ea10392be7795efa diff --git a/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.unity b/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.unity new file mode 100644 index 0000000..35703ba --- /dev/null +++ b/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.unity @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:47f69028d5ef4d05af2ebd06570a8181b2629c7699cc6f6991869a079aa7434d +size 29909 diff --git a/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.unity.meta b/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.unity.meta new file mode 100644 index 0000000..b11664a --- /dev/null +++ b/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.unity.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c55f481f1b22fc24383213bd494d8e98 +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching.unity + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching/MB_BatchPrepareObjectsForDynamicBatchingDescription.cs b/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching/MB_BatchPrepareObjectsForDynamicBatchingDescription.cs new file mode 100644 index 0000000..ed543e2 --- /dev/null +++ b/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching/MB_BatchPrepareObjectsForDynamicBatchingDescription.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using System.Collections; + +namespace DigitalOpus.MB.Examples +{ + public class MB_BatchPrepareObjectsForDynamicBatchingDescription : MonoBehaviour + { + + void OnGUI() + { + GUILayout.Label("This scene is set up to create a combined material and meshes with adjusted UVs so \n" + + " objects can share a material and be batched by Unity's static/dynamic batching.\n" + + " This scene has added a BatchPrefabBaker component to a Mesh and Material Baker which \n" + + " can bake many prefabs (each of which can have several renderers) in one click.\n" + + " The batching tool accepts prefab assets instead of scene objects. \n"); + } + } +} diff --git a/Assets/MeshBaker/Examples/BatchPrepareObjectsForDynamicBatching/MB_BatchPrepareObjectsForDynamicBatchingDescription.cs.meta 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Assets/MeshBaker/Examples/CharacterCustomization/CreditForModel.txt + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/CharacterCustomization/MB_SwapShirts.cs b/Assets/MeshBaker/Examples/CharacterCustomization/MB_SwapShirts.cs new file mode 100644 index 0000000..0b3ba69 --- /dev/null +++ b/Assets/MeshBaker/Examples/CharacterCustomization/MB_SwapShirts.cs @@ -0,0 +1,89 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace DigitalOpus.MB.Examples +{ + + public class MB_SwapShirts : MonoBehaviour + { + public MB3_MeshBaker meshBaker; + + public Renderer[] clothingAndBodyPartsBareTorso; + public Renderer[] clothingAndBodyPartsBareTorsoDamagedArm; + public Renderer[] clothingAndBodyPartsHoodie; + + void Start() + { + //initial bake + GameObject[] objs = new GameObject[clothingAndBodyPartsBareTorso.Length]; + for (int i = 0; i < clothingAndBodyPartsBareTorso.Length; i++) + { + objs[i] = clothingAndBodyPartsBareTorso[i].gameObject; + } + meshBaker.ClearMesh(); + if (meshBaker.AddDeleteGameObjects(objs, null, true)) + { + meshBaker.Apply(); + } + } + + // Update is called once per frame + void OnGUI() + { + if (GUILayout.Button("Wear Hoodie")) + { + ChangeOutfit(clothingAndBodyPartsHoodie); + } + if (GUILayout.Button("Bare Torso")) + { + ChangeOutfit(clothingAndBodyPartsBareTorso); + } + if (GUILayout.Button("Damaged Arm")) + { + ChangeOutfit(clothingAndBodyPartsBareTorsoDamagedArm); + } + } + + void ChangeOutfit(Renderer[] outfit) + { + //collect the meshes we will be removing + List objectsWeAreRemoving = new List(); + foreach (GameObject item in meshBaker.meshCombiner.GetObjectsInCombined()) + { + Renderer r = item.GetComponent(); + bool foundInOutfit = false; + for (int i = 0; i < outfit.Length; i++) + { + if (r == outfit[i]) + { + foundInOutfit = true; + break; + } + } + if (!foundInOutfit) + { + objectsWeAreRemoving.Add(r.gameObject); + Debug.Log("Removing " + 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b/Assets/MeshBaker/Examples/HackTextureAtlas/MB_CustomizeCharacterGUI.cs @@ -0,0 +1,162 @@ +using System.IO; +using System.Text; +using DigitalOpus.MB.Core; +using UnityEngine; +using UnityEngine.Assertions; +using DigitalOpus.MB; + +namespace MeshBaker_Examples_2017.HackTextureAtlas +{ + /// + /// The MB_CustomizeCharacterGUI class is a simple example implementation that shows how + /// the MB_TextureBakerQuickHack can be used to customize a character's texture without + /// using the TextureBaker, which is more robust but slower. + /// + /// The reasoning for this is because the regular TextureBaker is too slow to use at runtime + /// without lag spikes. + /// + public class MB_CustomizeCharacterGUI : MonoBehaviour + { + public Material[] sourceMaterials; + public GameObject[] objectsToBeCombined; + + [Header("Mesh Baker Config")] + public MB3_MeshBaker targetMeshBaker; + + private MB_TextureBakerQuickHack textureBakerQuickHack; + + private string colorTintPropertyName; + private string albedoTexturePropertyName; + private string shaderName; + + // Start is called before the first frame update + void Start() + { + // Detect the current pipeline and set the shader names accordingly + switch (MBVersion.DetectPipeline()) + { + case MBVersion.PipelineType.Default: + { + colorTintPropertyName = "_Color"; + albedoTexturePropertyName = "_MainTex"; + shaderName = "Standard"; + break; + } + case MBVersion.PipelineType.URP: + { + colorTintPropertyName = "_BaseColor"; + albedoTexturePropertyName = "_BaseMap"; + shaderName = "Universal Render Pipeline/Lit"; + break; + } + case MBVersion.PipelineType.HDRP: + { + colorTintPropertyName = "_BaseColor"; + albedoTexturePropertyName = "_BaseColorMap"; + shaderName = "HDRP/Lit"; + break; + } + default: + { + Debug.LogError("Unknown pipeline type"); + break; + } + } + + textureBakerQuickHack = GetComponent(); + Debug.Log("Creating atlas using TextureBakerQuickHack method"); + { + textureBakerQuickHack.colorTintPropertyName = colorTintPropertyName; + textureBakerQuickHack.albedoTexturePropertyName = albedoTexturePropertyName; + textureBakerQuickHack.shaderName = shaderName; + } + textureBakerQuickHack.CreateAtlas(sourceMaterials); // Generate a custom texture atlas without using the TextureBaker + Debug.Log("Baking MeshBaker using TextureBakerQuickHack output"); + BakeMeshBaker(); // This is the function that bakes the combined mesh + } + + // OnGUI is called for rendering and handling GUI events + void OnGUI() + { + string textureBakerQuickHackInfo = + "This example demonstrates how to create\r\n" + + "solid-color-rectangle texture atlases at\r\n" + + "runtime for character customization. This\r\n" + + "is MUCH faster and more flexible than using\r\n" + + "the full TextureBaker. These atlases can be\r\n" + + "used at runtime with a Mesh Baker.\r\n"; + + GUILayout.BeginHorizontal(); + GUILayout.Label(textureBakerQuickHackInfo.ToString()); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Hoof Color"); + if (GUILayout.Button("Red")) + { + SetColorInMaterialBakeResultAndBakeMeshBaker(sourceMaterials[0], Color.red); + } + if (GUILayout.Button("Green")) + { + SetColorInMaterialBakeResultAndBakeMeshBaker(sourceMaterials[0], Color.green); + } + if (GUILayout.Button("Blue")) + { + SetColorInMaterialBakeResultAndBakeMeshBaker(sourceMaterials[0], Color.blue); + } + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + GUILayout.Label("Body Color"); + if (GUILayout.Button("Red")) + { + SetColorInMaterialBakeResultAndBakeMeshBaker(sourceMaterials[1], Color.red); + } + if (GUILayout.Button("Green")) + { + SetColorInMaterialBakeResultAndBakeMeshBaker(sourceMaterials[1], Color.green); + } + if (GUILayout.Button("Blue")) + { + SetColorInMaterialBakeResultAndBakeMeshBaker(sourceMaterials[1], Color.blue); + } + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + GUILayout.Label("Horns Color"); + if (GUILayout.Button("Red")) + { + SetColorInMaterialBakeResultAndBakeMeshBaker(sourceMaterials[2], Color.red); + } + if (GUILayout.Button("Green")) + { + SetColorInMaterialBakeResultAndBakeMeshBaker(sourceMaterials[2], Color.green); + } + if (GUILayout.Button("Blue")) + { + SetColorInMaterialBakeResultAndBakeMeshBaker(sourceMaterials[2], Color.blue); + } + GUILayout.EndHorizontal(); + } + + private void SetColorInMaterialBakeResultAndBakeMeshBaker(Material bodyPartMaterial, Color color) + { + Debug.Log("Changing color of material " + bodyPartMaterial + " used in atlas generation"); + bodyPartMaterial.SetColor(colorTintPropertyName, color); + Debug.Log("Creating atlas using TextureBakerQuickHack method"); + textureBakerQuickHack.CreateAtlas(sourceMaterials); + Debug.Log("Baking MeshBaker using TextureBakerQuickHack output"); + BakeMeshBaker(); + } + + [ContextMenu("Bake Mesh Baker")] + private void BakeMeshBaker() + { + Assert.IsNotNull(targetMeshBaker, "targetMeshBaker is null. Make sure one is assigned in the inspector."); + targetMeshBaker.textureBakeResults = textureBakerQuickHack.materialBakeResult; + targetMeshBaker.ClearMesh(); + if (targetMeshBaker.AddDeleteGameObjects(objectsToBeCombined, null, true)) + { + targetMeshBaker.Apply(); + } + } + } +} diff --git a/Assets/MeshBaker/Examples/HackTextureAtlas/MB_CustomizeCharacterGUI.cs.meta b/Assets/MeshBaker/Examples/HackTextureAtlas/MB_CustomizeCharacterGUI.cs.meta new file mode 100644 index 0000000..87b0db6 --- /dev/null +++ b/Assets/MeshBaker/Examples/HackTextureAtlas/MB_CustomizeCharacterGUI.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 00fa755a6276b3c4cb929cf9dfc0d947 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/HackTextureAtlas/MB_CustomizeCharacterGUI.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/HackTextureAtlas/MB_TextureBakerQuickHack.cs b/Assets/MeshBaker/Examples/HackTextureAtlas/MB_TextureBakerQuickHack.cs new file mode 100644 index 0000000..f248beb --- /dev/null +++ b/Assets/MeshBaker/Examples/HackTextureAtlas/MB_TextureBakerQuickHack.cs @@ -0,0 +1,214 @@ +using System.Collections.Generic; +using System.Text; +using DigitalOpus.MB.Core; +using UnityEngine; + +namespace MeshBaker_Examples_2017.HackTextureAtlas +{ + /// + /// Sometimes we want to create a custom texture atlas without using the TextureBaker. Examples: + /// + /// - We have some solid colors that we want in an atlas. + /// - The texture baker has a lot of features which makes it slow at runtime. + /// + /// This script creates an atlas, combinedMaterial, Material Bake Result without using the TextureBaker. + /// + public class MB_TextureBakerQuickHack : MonoBehaviour + { + [Header("Hack Atlas Generation")] + public string colorTintPropertyName; + public string albedoTexturePropertyName; + public string shaderName; + public Material[] sourceMaterials; + + + [Space(20)] + [Header("Generated Output")] + // materialBakeResult can't be modified by users, but we want to see it in the inspector. + public MB2_TextureBakeResults materialBakeResult; + public Material atlasMaterial; + public Texture2D atlasTexture; + + + [ContextMenu("Generate Material Bake Result")] + public void CreateAtlas(Material[] passedInSourceMaterials) + { + // Validation of source materials + Debug.Log("Validating source materials"); + { + bool doProceed = true; + { + // passedInSourceMaterials must be unique + HashSet uniqueMaterialsChecker = new HashSet(passedInSourceMaterials); + if (uniqueMaterialsChecker.Count != passedInSourceMaterials.Length) + { + Debug.LogError("Source materials are not unique"); + doProceed = false; + } + + // there must be at least one source material + if (passedInSourceMaterials.Length == 0) + { + Debug.LogError("No source materials were passed in"); + doProceed = false; + } + + // colorTintProperty must be a valid string + if (string.IsNullOrEmpty(colorTintPropertyName)) + { + Debug.LogError("ColorTintProperty is not set"); + doProceed = false; + } + } + + // copy passed in source materials to sourceMaterials + sourceMaterials = new Material[passedInSourceMaterials.Length]; + for (int i = 0; i < passedInSourceMaterials.Length; i++) + { + // validate each passed in source material + { + // all passedInSourceMaterials must exist + if (passedInSourceMaterials[i] == null) + { + Debug.LogError("Source material " + i + " is null"); + doProceed = false; + } + + // all passedInSourceMaterials must have colorTintProperty + if (!passedInSourceMaterials[i].HasProperty(colorTintPropertyName)) + { + Debug.LogError("Source material " + i + " does not have the colorTint property"); + doProceed = false; + } + } + + sourceMaterials[i] = passedInSourceMaterials[i]; + sourceMaterials[i].shader = Shader.Find(shaderName); + } + + if (!doProceed) + { + Debug.LogError("Some validation of the source materials failed and the atlas was not generated."); + return; + } + } + + int padding = 2; + int colorBlockSize = 8; + bool isProjectLinear = MBVersion.GetProjectColorSpace() == ColorSpace.Linear; + + // Visit each source material and generate a solid color texture matching the color tint. + // Building a string for debug output at the end of this function + Texture2D[] solidColorTextures = new Texture2D[sourceMaterials.Length]; + { + StringBuilder colorTintsFromSourceMaterials = new StringBuilder("Collecting color tints from source materials: \n"); + Color[] colorsToSet = new Color[colorBlockSize * colorBlockSize]; + for (int matIdx = 0; matIdx < sourceMaterials.Length; matIdx++) + { + // Get the color tint + Material m = sourceMaterials[matIdx]; + Debug.Assert(m.HasProperty(colorTintPropertyName), "Material was missing the colorTint property"); + Color colorTint = m.GetColor(colorTintPropertyName); + colorTintsFromSourceMaterials.Append("Material: " + m.name + " - colorTint: " + colorTint + "\n"); + + // Generate a small solid color block texture + Texture2D tex = solidColorTextures[matIdx] = new Texture2D(colorBlockSize, colorBlockSize, TextureFormat.ARGB32, false, isProjectLinear); + for (int cIdx = 0; cIdx < colorsToSet.Length; cIdx++) + { + colorsToSet[cIdx] = colorTint; + } + + tex.SetPixels(colorsToSet); + tex.Apply(); + } + Debug.Log(colorTintsFromSourceMaterials); + } + + // Calculate the atlas dimensions + Debug.Log("Calculating the atlas dimensions"); + int atlasSize_pixels; + { + float numTexPerRow = Mathf.Ceil(Mathf.Sqrt(sourceMaterials.Length)); + atlasSize_pixels = (int) numTexPerRow * colorBlockSize; + } + + // creating atlas for sourceMaterials.Length textures. + Debug.Log("Creating atlas for " + sourceMaterials.Length + " textures"); + Rect[] atlasRects; + { + // Create the atlas + atlasTexture = new Texture2D(atlasSize_pixels, atlasSize_pixels, TextureFormat.ARGB32, false, isProjectLinear); + + { + // Pass in padding 0. We will subtract some area from the edges of the rectangles to create padding + // We do it this way so that the padding is filled with block color not black. + atlasRects = atlasTexture.PackTextures(solidColorTextures, 0, atlasSize_pixels); + } + + Debug.Log("Atlas size: w:" + atlasTexture.width + " h:" + atlasTexture.height + " numTex: " + solidColorTextures.Length + " (" + colorBlockSize + "x" + colorBlockSize + " each)"); + + atlasTexture.filterMode = FilterMode.Point; + } + + // Generate a combined material + atlasMaterial = new Material(Shader.Find(shaderName)); // has to be different based on default, URP, HDRP + atlasMaterial.SetTexture(albedoTexturePropertyName, atlasTexture); // has to be different based on default, URP, HDRP + atlasMaterial.SetColor(colorTintPropertyName, Color.white); + + { + StringBuilder atlasRectanglesInformation = new StringBuilder("Creating MB2_TextureBakeResult for storing atlas rectangle information: \n"); + for (int i = 0; i < solidColorTextures.Length; i++) + { + atlasRectanglesInformation.Append("Material: " + sourceMaterials[i].name + " will use rectangle: " + atlasRects[i] + "\n"); + } + + Debug.Log(atlasRectanglesInformation); + } + + // Create and setup the material bake result + Debug.Log("Creating and setting up MB2_TextureBakeResults"); + { + materialBakeResult = ScriptableObject.CreateInstance(); + materialBakeResult.resultType = MB2_TextureBakeResults.ResultType.atlas; + materialBakeResult.materialsAndUVRects = new MB_MaterialAndUVRect[solidColorTextures.Length]; + float paddingWidth = ((float) padding) / atlasTexture.width; + float paddingHeight = ((float)padding) / atlasTexture.height; + for (int i = 0; i < solidColorTextures.Length; i++) + { + Rect rectangleInAtlas = atlasRects[i]; + { + // Pad the rectangle in the atlas. + // We packed the atlas with padding 0. Now we shrink the rectangles to create + // padding around the edges of each rectangle that is filled with each rectangles color. + rectangleInAtlas.x += paddingWidth; + rectangleInAtlas.y += paddingHeight; + rectangleInAtlas.width -= 2f * paddingWidth; + rectangleInAtlas.height -= 2f * paddingHeight; + } + + // See the MB_MaterialAndUVRect for explanations of these parameters. + bool allPropsUseSameTiling = true; + materialBakeResult.materialsAndUVRects[i] = new MB_MaterialAndUVRect( + sourceMaterials[i], + rectangleInAtlas, + allPropsUseSameTiling, + new Rect(0, 0, 1, 1), + new Rect(0, 0, 1, 1), + new Rect(0, 0, 0, 0), + MB_TextureTilingTreatment.none, + sourceMaterials[i].name + ); + } + + materialBakeResult.resultMaterials = new MB_MultiMaterial[1]; + materialBakeResult.resultMaterials[0] = new MB_MultiMaterial(); + materialBakeResult.resultMaterials[0].combinedMaterial = atlasMaterial; + materialBakeResult.resultMaterials[0].considerMeshUVs = false; + + List smats = new List(); + 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b/Assets/MeshBaker/Examples/PrepareObjectsForDynamicBatching.meta new file mode 100644 index 0000000..d39f3be --- /dev/null +++ b/Assets/MeshBaker/Examples/PrepareObjectsForDynamicBatching.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e6f564c2a24af204ab699eded36852e5 diff --git a/Assets/MeshBaker/Examples/PrepareObjectsForDynamicBatching/MB_PrepareObjectsForDynamicBatchingDescription.cs b/Assets/MeshBaker/Examples/PrepareObjectsForDynamicBatching/MB_PrepareObjectsForDynamicBatchingDescription.cs new file mode 100644 index 0000000..08fe8b7 --- /dev/null +++ b/Assets/MeshBaker/Examples/PrepareObjectsForDynamicBatching/MB_PrepareObjectsForDynamicBatchingDescription.cs @@ -0,0 +1,20 @@ +using UnityEngine; +using System.Collections; + +namespace DigitalOpus.MB.Examples +{ + public class MB_PrepareObjectsForDynamicBatchingDescription : MonoBehaviour + { + + void OnGUI() + { + GUILayout.Label("This scene creates a combined material and meshes with adjusted UVs so objects \n" + + " can share a material and be batched by Unity's static/dynamic batching.\n" + + " Output has been set to 'bakeMeshAssetsInPlace' on the Mesh Baker\n" + + " Position, Scale and Rotation will be baked into meshes so place them appropriately.\n" + + " Dynamic batching requires objects with uniform scale. You can fix non-uniform scale here\n" + + " After baking you need to duplicate your source prefab assets and replace the \n" + + " meshes and materials with the generated ones.\n"); + } + } +} diff --git a/Assets/MeshBaker/Examples/PrepareObjectsForDynamicBatching/MB_PrepareObjectsForDynamicBatchingDescription.cs.meta b/Assets/MeshBaker/Examples/PrepareObjectsForDynamicBatching/MB_PrepareObjectsForDynamicBatchingDescription.cs.meta new file mode 100644 index 0000000..7d44c2f --- /dev/null +++ b/Assets/MeshBaker/Examples/PrepareObjectsForDynamicBatching/MB_PrepareObjectsForDynamicBatchingDescription.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: c097f9d4143ea74408755b1e958bd374 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: 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DigitalOpus.MB.Examples +{ + + public class MB_DynamicAddDeleteExample : MonoBehaviour + { + public GameObject prefab; + List objsInCombined = new List(); + MB3_MultiMeshBaker mbd; + GameObject[] objs; + + float GaussianValue() + { + float x1, x2, w, y1; + + do + { + x1 = 2.0f * Random.Range(0f, 1f) - 1.0f; + x2 = 2.0f * Random.Range(0f, 1f) - 1.0f; + w = x1 * x1 + x2 * x2; + } while (w >= 1.0f); + + w = Mathf.Sqrt((-2.0f * Mathf.Log(w)) / w); + y1 = x1 * w; + return y1; + } + + void Start() + { + mbd = GetComponentInChildren(); + + // instantiate game objects + int dim = 10; + GameObject[] gos = new GameObject[dim * dim]; + for (int i = 0; i < dim; i++) + { + for (int j = 0; j < dim; j++) + { + GameObject go = (GameObject)Instantiate(prefab); + gos[i * dim + j] = go.GetComponentInChildren().gameObject; + float randx = Random.Range(-4f, 4f); + float randz = Random.Range(-4f, 4f); + go.transform.position = (new Vector3(3f * i + randx, 0, 3f * j + randz)); + float randrot = Random.Range(0, 360); + go.transform.rotation = Quaternion.Euler(0, randrot, 0); + Vector3 randscale = Vector3.one + Vector3.one * GaussianValue() * .15f; + go.transform.localScale = randscale; + //put every third object in a list so we can add and delete it later + if ((i * dim + j) % 3 == 0) + { + objsInCombined.Add(gos[i * dim + j]); + } + } + } + + //add objects to combined mesh + mbd.ClearMesh(); + if (mbd.AddDeleteGameObjects(gos, null, true)) + { + mbd.Apply(); + } + + objs = objsInCombined.ToArray(); + //start routine which will periodically add and delete objects + StartCoroutine(largeNumber()); + } + + IEnumerator largeNumber() + { + while (true) + { + yield return new WaitForSeconds(1.5f); + //Delete every third object + if (mbd.AddDeleteGameObjects(null, objs, true)) + { + mbd.Apply(); + } + + yield return new WaitForSeconds(1.5f); + //Add objects back + if (mbd.AddDeleteGameObjects(objs, null, true)) + { + mbd.Apply(); + } + } + } + + void OnGUI() + { + 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a/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs new file mode 100644 index 0000000..6d01ad3 --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs @@ -0,0 +1,42 @@ +using UnityEngine; +using System.Collections; + +namespace DigitalOpus.MB.Examples +{ + public class MB_Example : MonoBehaviour + { + + public MB3_MeshBaker meshbaker; + public GameObject[] objsToCombine; + + void Start() + { + //Add the objects to the combined mesh + //Must have previously baked textures for these in the editor + if (meshbaker.AddDeleteGameObjects(objsToCombine, null, true)) + { + //apply the changes we made this can be slow. See documentation + meshbaker.Apply(); + } + } + + void LateUpdate() + { + //Apply changes after this and other scripts have made changes + //Only to vertecies, tangents and normals + //Only want to call this once per frame since it is slow + if (meshbaker.UpdateGameObjects(objsToCombine)) + { + meshbaker.Apply(false, true, true, true, false, false, false, false, false); + } + } + + void OnGUI() + { + GUILayout.Label("Dynamically updates the vertices, normals and tangents in combined mesh every frame.\n" + + "This is similar to dynamic batching. It is not recommended to do this every frame.\n" + + "Also consider baking the mesh renderer objects into a skinned mesh renderer\n" + + "The skinned mesh approach is faster for objects that need to move independently of each other every frame."); + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs.meta b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs.meta new file mode 100644 index 0000000..ef8d57e --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: daeec59b4ebba6445ba5bb81e0c53265 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleMover.cs b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleMover.cs new file mode 100644 index 0000000..91d8431 --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleMover.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using System.Collections; + +namespace DigitalOpus.MB.Examples +{ + public class MB_ExampleMover : MonoBehaviour + { + + public int axis = 0; + + void Update() + { + Vector3 v1 = new Vector3(5f, 5f, 5f); + v1[axis] *= Mathf.Sin(Time.time); + transform.position = v1; + } + } +} diff --git a/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleMover.cs.meta b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleMover.cs.meta new file mode 100644 index 0000000..0fbad05 --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleMover.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: e1015cfde41e98445b0ee2d9c4908b6d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleMover.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs new file mode 100644 index 0000000..0174991 --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs @@ -0,0 +1,22 @@ +using UnityEngine; +using System.Collections; + +namespace DigitalOpus.MB.Examples +{ + public class MB_ExampleSkinnedMeshDescription : MonoBehaviour + { + + void OnGUI() + { + GUILayout.Label("Mesh Renderer objects have been baked into a skinned mesh. Each source object\n" + + " is still in the scene (with renderer disabled) and becomes a bone. Any scripts, animations,\n" + + " or physics that affect the invisible source objects will be visible in the\n" + + "Skinned Mesh." + + " This approach is more efficient than either dynamic batching or updating every frame \n" + + " for many small objects that constantly and independently move. \n" + + " With this approach pay attention to the SkinnedMeshRenderer Bounds and Animation Culling\n" + + "settings. You may need to write your own script to manage/update these or your object may vanish or stop animating.\n" + + " You can update the combined mesh at runtime as objects are added and deleted from the scene."); + } + } +} diff --git a/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs.meta b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs.meta new file mode 100644 index 0000000..e6b7917 --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 2f3ef41b4bd5fd7468d4ecfe377649d0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/SceneRuntimeExample/SpherePF.prefab b/Assets/MeshBaker/Examples/SceneRuntimeExample/SpherePF.prefab new file mode 100644 index 0000000..4eea41a --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample/SpherePF.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:14a92178a9311e83a2ac5fdcdf9c0d466023b7a33549182919a412895f4606ed +size 2653 diff --git a/Assets/MeshBaker/Examples/SceneRuntimeExample/SpherePF.prefab.meta b/Assets/MeshBaker/Examples/SceneRuntimeExample/SpherePF.prefab.meta new file mode 100644 index 0000000..6939679 --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample/SpherePF.prefab.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c77cfb227eb171843928e60d603f605e +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/SceneRuntimeExample/SpherePF.prefab + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/SceneRuntimeExample_SkinnedMesh.Unity b/Assets/MeshBaker/Examples/SceneRuntimeExample_SkinnedMesh.Unity new file mode 100644 index 0000000..59ea503 --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample_SkinnedMesh.Unity @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4bf341adfb4eba38dbfa75c501060dd2734516a44ffefdd5c49fe66fb6d769b2 +size 134097 diff --git a/Assets/MeshBaker/Examples/SceneRuntimeExample_SkinnedMesh.Unity.meta b/Assets/MeshBaker/Examples/SceneRuntimeExample_SkinnedMesh.Unity.meta new file mode 100644 index 0000000..5bf55fb --- /dev/null +++ b/Assets/MeshBaker/Examples/SceneRuntimeExample_SkinnedMesh.Unity.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ea3e78048ccee4d49bd8a4c281bfcc8e +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/SceneRuntimeExample_SkinnedMesh.Unity + uploadId: 797180 diff --git a/Assets/MeshBaker/Examples/Scripts.meta b/Assets/MeshBaker/Examples/Scripts.meta new file mode 100644 index 0000000..527b2d8 --- /dev/null +++ b/Assets/MeshBaker/Examples/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 19c87c40bb57a374f84e162997b896ed +folderAsset: yes +timeCreated: 1610672652 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MeshBaker/Examples/Scripts/MB_MigrateMaterialsToDifferentPipeline.cs b/Assets/MeshBaker/Examples/Scripts/MB_MigrateMaterialsToDifferentPipeline.cs new file mode 100644 index 0000000..7f6b71b --- /dev/null +++ b/Assets/MeshBaker/Examples/Scripts/MB_MigrateMaterialsToDifferentPipeline.cs @@ -0,0 +1,377 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR + using UnityEditor; +#endif +using DigitalOpus.MB.Core; + +namespace DigitalOpus.MB.Examples +{ + /// + /// This script should be added to each example scene for 2017+ + /// It is hard to add because it destroys itself and is configured to [ExecuteInEditMode] + /// + /// You need to set the MB_ALLOW_ADD_MIGRATE_MAT_SCRIPT in order to add this script and save the scene. + /// + /// + [ExecuteInEditMode] + public class MB_MigrateMaterialsToDifferentPipeline : MonoBehaviour + { +#if UNITY_EDITOR + void Start() + { +#if UNITY_2018_4_OR_NEWER + MBVersion.PipelineType pipelineType = MBVersion.DetectPipeline(); + int materialPipeline = GetMaterialPipelineType(); + // Do not prompt if example materials cannot be found, are using an unsupported shader, or are already suitable for the current pipeline + if (materialPipeline != -1 && pipelineType != (MBVersion.PipelineType)materialPipeline) + { + if (pipelineType != MBVersion.PipelineType.Unsupported) + { + bool convert = EditorUtility.DisplayDialog( + "Different Pipline Detected", + "Would you like to try converting the default Mesh Baker example scene materials to suit the " + pipelineType + " pipeline?", + "Yes", + "No"); + + if (convert) + { + MigrateMaterials(); + if (pipelineType == MBVersion.PipelineType.HDRP) + { + Debug.LogWarning("If the Mesh Baker Example Scenes appear dark, try adding an Empty GameObject to the scene, adding a 'Volume' component to it, and assigning that volume one of the default profiles."); + } + } + } + else + { + Debug.LogWarning("Mesh Baker's example scenes only support the Default Pipeline, URP, and HDRP."); + } + } +#endif +#if !MB_ALLOW_ADD_MIGRATE_MAT_SCRIPT + // Add the MB_ALLOW_ADD_MIGRATE_MAT_SCRIPT to script defines to add this to scenes. + DestroyImmediate(this.gameObject); +#endif + } + + public string[][] shaderMap_Unsupported_Default_URP_HDRP = new string[][] + { + new string[] { "", "Legacy Shaders/Self-Illumin/Bumped Diffuse", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Legacy Shaders/Transparent/VertexLit", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Legacy Shaders/Lightmapped/Specular", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Legacy Shaders/Diffuse", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Legacy Shaders/Bumped Specular", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Mobile/Diffuse", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Universal Render Pipeline/Lit", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Standard", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Nature/Tree Creator Leaves Fast", "Universal Render Pipeline/Nature/SpeedTree8", "HDRP/Lit"}, + new string[] { "", "Legacy Shaders/Bumped Diffuse", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Legacy Shaders/Reflective/Diffuse", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "Legacy Shaders/Specular", "Universal Render Pipeline/Lit", "HDRP/Lit"}, + new string[] { "", "MeshBaker/Examples/UnlitTextureArray", "Universal Render Pipeline/Lit", "HDRP/Lit"} + }; + + string[][] propNameMap_Unsupported_Default_URP_HDRP = new string[][] + { + new string[]{ "_Color", "_Color", "_BaseColor", "_BaseColor"}, // (Color) + new string[]{ "_MainTex", "_MainTex", "_BaseMap", "_BaseColorMap"}, // (Texture) + new string[]{ "_Albedo", "_Albedo", "_BaseMap", "_BaseColorMap" }, // (Texture) + new string[]{ "_BumpMap", "_BumpMap", "_BumpMap", "_NormalMap"}, // (Texture) + new string[]{ "_Illum", "_Illum" , "_EmissionMap", "_EmissiveColorMap"}, // (Texture) + new string[]{ "_LightMap", "_LightMap" , "", ""} // No mapping, not going to assign lightmap to the new shader + }; + + [ContextMenu("Create Unity Package For All Mats In Examples")] + void CreatePackageForExampleMaterials() + { + // Check if examples folder is "Assets/MeshBaker/Examples" + // Get all materials in examples. + string unityPackageFilename; + string examplesPathRelative = GetRelativeExamplesPath(); + if (examplesPathRelative == null) + { + Debug.LogError("Cannot package example materials as no Mesh Baker Example scenes were found. Renaming example scenes may cause this error."); + return; + } + + MBVersion.PipelineType pipelineType = MBVersion.DetectPipeline(); + if (pipelineType == MBVersion.PipelineType.Default) + { + unityPackageFilename = examplesPathRelative + "/Examples_Default.unitypackage"; + } + else if (pipelineType == MBVersion.PipelineType.HDRP) + { + unityPackageFilename = examplesPathRelative + "/Examples_HDRP.unitypackage"; + } + else if (pipelineType == MBVersion.PipelineType.URP) + { + unityPackageFilename = examplesPathRelative + "/Examples_URP.unitypackage"; + } + else + { + Debug.LogError("Unknown pipeline type."); + return; + } + + string[] matGIDs = AssetDatabase.FindAssets("t:Material", new string[] { examplesPathRelative }); + string[] assetPathNames = new string[matGIDs.Length]; + List assetPathNamesList = new List(); + for (int i = 0; i < matGIDs.Length; i++) + { + string path = AssetDatabase.GUIDToAssetPath(matGIDs[i]); + if (!path.Contains("SceneBasicTextureArrayAssets") && !path.EndsWith(".fbx")) // don't do texture array assets. + { + assetPathNamesList.Add(path); + // Debug.Log(path); + } + } + assetPathNames = assetPathNamesList.ToArray(); + + Debug.Log("Found " + assetPathNames.Length + " materials in " + examplesPathRelative); + + AssetDatabase.ExportPackage(assetPathNames, unityPackageFilename); + + Debug.Log("Create Unity Package: " + unityPackageFilename); + } + + [ContextMenu("Migrate Materials In Examples Folder")] + void MigrateMaterials() + { + HashSet shaderNames = new HashSet(); + + string examplesPathRelative = GetRelativeExamplesPath(); + if (examplesPathRelative == null) + { + Debug.LogError("Cannot convert example materials as no Mesh Baker Example scenes were found. Renaming example scenes may cause this error."); + return; + } + + Debug.Log("Found Mesh Baker Examples at: " + examplesPathRelative); + + MBVersion.PipelineType pipelineType = MBVersion.DetectPipeline(); + + Material[] mats; + { + string[] matGIDs = AssetDatabase.FindAssets("t:Material", new string[] { examplesPathRelative }); + List matList = new List(); + for (int i = 0; i < matGIDs.Length; i++) + { + string path = AssetDatabase.GUIDToAssetPath(matGIDs[i]); + if (!path.Contains("SceneBasicTextureArrayAssets") && !path.EndsWith(".fbx")) // don't do texture array assets. + { + Material m = AssetDatabase.LoadAssetAtPath(path); + string shaderName = m.shader.name; + if (MapDefault2OtherShader(shaderName, pipelineType) == null) + { + Debug.LogError("Could not find mapping for shader " + shaderName + " in mat " + path); + continue; + } + + matList.Add(m); + shaderNames.Add(shaderName); + } + } + mats = matList.ToArray(); + } + + string nn = ""; + foreach (string n in shaderNames) + { + if (MapDefault2OtherShader(n, pipelineType) == null) + { + Debug.LogError("Could not find mapping for shader " + n); + return; + } + + nn += "'" + n + "' will map to '" + MapDefault2OtherShader(n, pipelineType) + "',\n"; + } + + Debug.Log(examplesPathRelative + " Found Mats: " + mats.Length + " Shaders Found " + nn); + for (int i = 0; i < mats.Length; i++) + { + Material m = mats[i]; + RemapTextures_Default2OtherPipeline(m, pipelineType); + EditorUtility.SetDirty(m); + } + + AssetDatabase.SaveAssets(); + } + + string MapDefault2OtherShader(string defaultName, MBVersion.PipelineType pipelineType) + { + // pipelineType + // Unsupported = 0 + // Default = 1 + // URP = 2 + // HDRP = 3 + for (int i = 0; i < shaderMap_Unsupported_Default_URP_HDRP.Length; i++) + { + if (defaultName == shaderMap_Unsupported_Default_URP_HDRP[i][(int)MBVersion.PipelineType.Default]) + { + return shaderMap_Unsupported_Default_URP_HDRP[i][(int)pipelineType]; + } + } + + return null; + } + + [ContextMenu("Find Examples Filepath")] + string GetRelativeExamplesPath() + { + // One of the example scenes, it should always be found directly in the root Examples directory + string exampleScene = "BatchPrepareObjectsForDynamicBatching"; + string[] targetGID = AssetDatabase.FindAssets(exampleScene + " t:SceneAsset"); + if (targetGID.Length != 1) + { + Debug.LogWarning("Could not find Mesh Baker Example Scenes"); + return null; + } + string relativeAssetPath = AssetDatabase.GUIDToAssetPath(targetGID[0]); + + // Parent directory should therefore give us a relative path to Examples, even if it is not in the default MeshBaker/Examples location + relativeAssetPath = relativeAssetPath.Substring(0, relativeAssetPath.Length - ("/".Length + exampleScene.Length + ".unity".Length)); + relativeAssetPath = relativeAssetPath.Replace('\\', '/'); + relativeAssetPath = relativeAssetPath.Replace("//", "/"); + string examplesPath = relativeAssetPath; + + // Debug.Log("Found Mesh Baker Examples at " + path); + return examplesPath; + } + + // Use a known material inside the examples to find out what pipeline the examples materials are set to + // Returns as an int to handle the case of the examples directory missing or being altered, otherwise result can be cast to PipelineType + int GetMaterialPipelineType() + { + string relativePath = GetRelativeExamplesPath(); + if (relativePath == null) + { + return -1; + } + + string pathToTestMat = relativePath + "/Assets/Materials/firstFloorPlatform.mat"; + Material targetMat = AssetDatabase.LoadAssetAtPath(pathToTestMat); + if (targetMat == null) + { + Debug.LogWarning("Cannot get example material pipeline type. Contents of Mesh Baker Examples directory have changed."); + return -1; + } + + string shaderName = targetMat.shader.name; + if (shaderName == "Legacy Shaders/Self-Illumin/Bumped Diffuse") + { + return 1; + } + if (shaderName == "Universal Render Pipeline/Lit") + { + return 2; + } + if (shaderName == "HDRP/Lit") + { + return 3; + } + + return 0; + } + + [ContextMenu("Test Transparency")] + Material HandleHDRPTreeTransparency(Material m) + { + // Surface Type + // 0 = Opaque + // 1 = Transparent + m.SetFloat("_SurfaceType", 1.0f); + + // Preserve Specular Lighting Checkbox + // 0 = Unchecked + // 1 = Checked + m.SetFloat("_EnableBlendModePreserveSpecularLighting", 0.0f); + + return m; + } + + void RemapTextures_Default2OtherPipeline(Material m, MBVersion.PipelineType pipelineType) + { +#if !UNITY_2018_4_OR_NEWER + Debug.LogError("Must use Unity 2018.4 or greater"); + return; +#else + if (m.shader == null) + { + Debug.LogError("Null shader found in material " + m + ", skipping"); + return; + } + string oldShaderName = m.shader.name; + string newShaderName = MapDefault2OtherShader(m.shader.name, pipelineType); + if (newShaderName == null) + { + Debug.LogError("Could not find mapping for shader " + newShaderName + " in " + AssetDatabase.GetAssetPath(m) + ", skipping"); + return; + } + + Dictionary propMap = new Dictionary(); + for (int i = 0; i < propNameMap_Unsupported_Default_URP_HDRP.Length; i++) + { + // pipelineType + // Unsupported = 0 + // Default = 1 + // URP = 2 + // HDRP = 3 + propMap[propNameMap_Unsupported_Default_URP_HDRP[i][(int)MBVersion.PipelineType.Default]] = propNameMap_Unsupported_Default_URP_HDRP[i][(int)pipelineType]; + } + + Dictionary texMap = new Dictionary(); + Dictionary colorMap = new Dictionary(); + for (int i = 0; i < propNameMap_Unsupported_Default_URP_HDRP.Length; i++) + { + string p = propNameMap_Unsupported_Default_URP_HDRP[i][(int)MBVersion.PipelineType.Default]; + if (m.HasProperty(p)) + { + // So far the only property that we map of type (Color) is the main color, if this changes we might want to make a colorPropertyMap up top + if (p == "_Color") + { + Color c = m.GetColor(p); + if (m.HasProperty(p)) + { + Debug.Assert(propMap.ContainsKey(p), "No mapping for " + p + " mat " + m + " " + m.shader); + //Debug.Log("Will Map " + p + " to " + colorMap[p]); + colorMap[propMap[p]] = c; + } + } + else + { + Texture t = m.GetTexture(p); + if (t != null) + { + Debug.Assert(propMap.ContainsKey(p), "No mapping for " + p + " mat " + m + " " + m.shader); + //Debug.Log("Will Map " + p + " to " + propMap[p]); + texMap[propMap[p]] = t; + } + } + } + } + + m.shader = Shader.Find(newShaderName); + + // Can be removed when HDRP adds a nice tree shader + if (pipelineType == MBVersion.PipelineType.HDRP && oldShaderName == "Nature/Tree Creator Leaves Fast") + { + m = HandleHDRPTreeTransparency(m); + } + + foreach (string p in texMap.Keys) + { + // Debug.Log("Mat " + m + " setting prop " + p + " to " + texMap[p]); + 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System.Collections.Generic; + +namespace DigitalOpus.MB.Examples +{ + public class MB_SkinnedMeshSceneController : MonoBehaviour + { + public GameObject swordPrefab; + public GameObject hatPrefab; + public GameObject glassesPrefab; + public GameObject workerPrefab; + + public GameObject targetCharacter; + + public MB3_MeshBaker skinnedMeshBaker; + + GameObject swordInstance; + GameObject glassesInstance; + GameObject hatInstance; + + void Start() + { + //To demonstrate lets add a character to the combined mesh + GameObject worker1 = (GameObject)Instantiate(workerPrefab); + worker1.transform.position = new Vector3(1.31f, 0.985f, -0.25f); + Animation anim = worker1.GetComponent(); + anim.wrapMode = WrapMode.Loop; + //IMPORTANT set the culling type to something other than renderer. Animations may not play + //if animation.cullingType is left on BasedOnRenderers. This appears to be a bug in Unity + //the animation gets confused about the bounds if the skinnedMeshRenderer is changed + anim.cullingType = AnimationCullingType.AlwaysAnimate; //IMPORTANT + anim.Play("run"); + + //create an array with everything we want to add + //It is important to add the gameObject with the Renderer/mesh attached + List objsToCombine = skinnedMeshBaker.GetObjectsToCombine(); + GameObject[] objsToAdd = new GameObject[objsToCombine.Count + 1]; + objsToCombine.CopyTo(objsToAdd, 0); + objsToAdd[objsToAdd.Length - 1] = worker1.GetComponentInChildren().gameObject; + + skinnedMeshBaker.ClearMesh(); + + //add the objects. This will disable the renderers on the source objects + skinnedMeshBaker.AddDeleteGameObjects(objsToAdd, null, true); + //apply the changes to the mesh + skinnedMeshBaker.Apply(); + } + + void OnGUI() + { + if (GUILayout.Button("Add/Remove Sword")) + { + if (swordInstance == null) + { + Transform hand = SearchHierarchyForBone(targetCharacter.transform, "RightHandAttachPoint"); + swordInstance = (GameObject)Instantiate(swordPrefab); + swordInstance.transform.parent = hand; + swordInstance.transform.localPosition = Vector3.zero; + swordInstance.transform.localRotation = Quaternion.identity; + swordInstance.transform.localScale = Vector3.one; + MeshRenderer swordRenderer = swordInstance.GetComponentInChildren(); + swordRenderer.gameObject.name = "Sword"; + GameObject[] objsToAdd = new GameObject[1] { swordRenderer.gameObject }; + skinnedMeshBaker.AddDeleteGameObjects(objsToAdd, null, true); + skinnedMeshBaker.Apply(); + Debug.Log("Done adding sword."); + } + else if (skinnedMeshBaker.CombinedMeshContains(swordInstance.GetComponentInChildren().gameObject)) + { + GameObject[] objsToDelete = new GameObject[1] { swordInstance.GetComponentInChildren().gameObject }; + skinnedMeshBaker.AddDeleteGameObjects(null, objsToDelete, true); + skinnedMeshBaker.Apply(); + Destroy(swordInstance); + Debug.Log("Done deleting sword."); + swordInstance = null; + } + } + if (GUILayout.Button("Add/Remove Hat")) + { + if (hatInstance == null) + { + Transform hand = SearchHierarchyForBone(targetCharacter.transform, "HeadAttachPoint"); + hatInstance = (GameObject)Instantiate(hatPrefab); + hatInstance.transform.parent = hand; + hatInstance.transform.localPosition = Vector3.zero; + hatInstance.transform.localRotation = Quaternion.identity; + hatInstance.transform.localScale = Vector3.one; + MeshRenderer hatRenderer = hatInstance.GetComponentInChildren(); + hatRenderer.gameObject.name = "Hat"; + GameObject[] objsToAdd = new GameObject[1] { hatRenderer.gameObject }; + skinnedMeshBaker.AddDeleteGameObjects(objsToAdd, null, true); + skinnedMeshBaker.Apply(); + Debug.Log("Done adding Hat"); + } + else if (skinnedMeshBaker.CombinedMeshContains(hatInstance.GetComponentInChildren().gameObject)) + { + GameObject[] objsToDelete = new GameObject[1] { hatInstance.GetComponentInChildren().gameObject }; + skinnedMeshBaker.AddDeleteGameObjects(null, objsToDelete, true); + skinnedMeshBaker.Apply(); + Destroy(hatInstance); + Debug.Log("Done deleting Hat"); + hatInstance = null; + } + } + if (GUILayout.Button("Add/Remove Glasses")) + { + if (glassesInstance == null) + { + Transform hand = SearchHierarchyForBone(targetCharacter.transform, "NoseAttachPoint"); + glassesInstance = (GameObject)Instantiate(glassesPrefab); + glassesInstance.transform.parent = hand; + glassesInstance.transform.localPosition = Vector3.zero; + glassesInstance.transform.localRotation = Quaternion.identity; + glassesInstance.transform.localScale = Vector3.one; + MeshRenderer glassesRenderer = glassesInstance.GetComponentInChildren(); + glassesRenderer.gameObject.name = "Glasses"; + GameObject[] objsToAdd = new GameObject[1] { glassesRenderer.gameObject }; + skinnedMeshBaker.AddDeleteGameObjects(objsToAdd, null, true); + skinnedMeshBaker.Apply(); + Debug.Log("Done adding glasses"); + } + else if (skinnedMeshBaker.CombinedMeshContains(glassesInstance.GetComponentInChildren().gameObject)) + { + GameObject[] objsToDelete = new GameObject[1] { glassesInstance.GetComponentInChildren().gameObject }; + skinnedMeshBaker.AddDeleteGameObjects(null, objsToDelete, true); + skinnedMeshBaker.Apply(); + Destroy(glassesInstance); + glassesInstance = null; + Debug.Log("Done deleting glasses"); + } + } + } + + + public Transform SearchHierarchyForBone(Transform current, string name) + { + if (current.name.Equals(name)) + return current; + + for (int i = 0; i < current.childCount; ++i) + { + Transform found = SearchHierarchyForBone(current.GetChild(i), name); + + if (found != null) + return 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b/Assets/MeshBaker/Examples/SwitchBakedObjectsTexture/MB_SwitchBakedObjectsTexture.cs @@ -0,0 +1,76 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace DigitalOpus.MB.Examples +{ + public class MB_SwitchBakedObjectsTexture : MonoBehaviour + { + // The target renderer where we will switch materials. + public MeshRenderer targetRenderer; + + // The list of materials to cycle through. + public Material[] materials; + + // The Mesh Baker that will do the baking + public MB3_MeshBaker meshBaker; + + public void OnGUI() + { + GUILayout.Label("Press space to switch the material on one of the cubes. " + + "This scene reuses the Texture Bake Result from the SceneBasic example."); + } + + public void Start() + { + meshBaker.ClearMesh(); + // Bake the mesh. + if (meshBaker.AddDeleteGameObjects(meshBaker.GetObjectsToCombine().ToArray(), null, true)) + { + meshBaker.Apply(); + } + } + + public void Update() + { + if (Input.GetKeyDown(KeyCode.Space)) + { + // Cycle the material on targetRenderer to the next material in materials. + + Material mat = targetRenderer.sharedMaterial; + //Find the index of the current material on the Renderer + int materialIdx = -1; + for (int i = 0; i < materials.Length; i++) + { + if (materials[i] == mat) + { + materialIdx = i; + } + } + + // Get the next material in the cycle. + materialIdx++; + if (materialIdx >= materials.Length) materialIdx = 0; + + if (materialIdx != -1) + { + // Assign the material to the disabled renderer + targetRenderer.sharedMaterial = materials[materialIdx]; + Debug.Log("Updating Material to: " + targetRenderer.sharedMaterial); + + // Update the Mesh Baker combined mesh + GameObject[] gameObjects = new GameObject[] { targetRenderer.gameObject }; + if (meshBaker.UpdateGameObjects(gameObjects, false, false, false, false, true, false, false, false, false)) + { + // We could have used AddDelteGameObjects instead of UpdateGameObjects. + // UpdateGameObjects is faster, but does not work if the material change causes + // the object to switch submeshes in the combined mesh. + // meshBaker.AddDeleteGameObjects(gameObjects, gameObjects,false); + // Apply the changes. + meshBaker.Apply(); + } + } + } + } + } +} diff --git a/Assets/MeshBaker/Examples/SwitchBakedObjectsTexture/MB_SwitchBakedObjectsTexture.cs.meta b/Assets/MeshBaker/Examples/SwitchBakedObjectsTexture/MB_SwitchBakedObjectsTexture.cs.meta new file mode 100644 index 0000000..08461ab --- /dev/null +++ b/Assets/MeshBaker/Examples/SwitchBakedObjectsTexture/MB_SwitchBakedObjectsTexture.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 89fdb6b2d5d77544a89d515d7a5eea2f +timeCreated: 1545092246 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Examples/SwitchBakedObjectsTexture/MB_SwitchBakedObjectsTexture.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/Libs.meta b/Assets/MeshBaker/Libs.meta new file mode 100644 index 0000000..0a713fd --- /dev/null +++ b/Assets/MeshBaker/Libs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3290cf8f3944293438cfe8df22e4af7f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MeshBaker/Libs/MeshBakerEditorLib.dll b/Assets/MeshBaker/Libs/MeshBakerEditorLib.dll new file mode 100644 index 0000000..5249f61 --- /dev/null +++ b/Assets/MeshBaker/Libs/MeshBakerEditorLib.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:129a2c1535d880f9793fa54836a49a403a9ceac27d8a9d37e34e51c4fcb6ef8c +size 60416 diff --git a/Assets/MeshBaker/Libs/MeshBakerEditorLib.dll.meta b/Assets/MeshBaker/Libs/MeshBakerEditorLib.dll.meta new file mode 100644 index 0000000..25f7a7e --- /dev/null +++ b/Assets/MeshBaker/Libs/MeshBakerEditorLib.dll.meta @@ -0,0 +1,83 @@ +fileFormatVersion: 2 +guid: 0f32008f8aab7e54f86387d6790b2c02 +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - 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first: + Any: + second: + enabled: 1 + settings: {} + - first: + Editor: Editor + second: + enabled: 0 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Libs/MeshBakerLib.dll + uploadId: 797180 diff --git a/Assets/MeshBaker/MeshBakerWorkingFolder.meta b/Assets/MeshBaker/MeshBakerWorkingFolder.meta new file mode 100644 index 0000000..048b499 --- /dev/null +++ b/Assets/MeshBaker/MeshBakerWorkingFolder.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 96adfa24818e71649adf8d4741021058 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MeshBaker/MeshBakerWorkingFolder/DONT_DELETE.txt b/Assets/MeshBaker/MeshBakerWorkingFolder/DONT_DELETE.txt new file mode 100644 index 0000000..11bfb32 --- /dev/null +++ b/Assets/MeshBaker/MeshBakerWorkingFolder/DONT_DELETE.txt @@ -0,0 +1 @@ +The MeshBakerWorkingFolder is used to store temporary assets created by Mesh Baker during bakes. This file exists so that this folder doesn't confuse source control systems which don't track empty folders. \ No newline at end of file diff --git a/Assets/MeshBaker/MeshBakerWorkingFolder/DONT_DELETE.txt.meta b/Assets/MeshBaker/MeshBakerWorkingFolder/DONT_DELETE.txt.meta new file mode 100644 index 0000000..d6d3ef8 --- /dev/null +++ b/Assets/MeshBaker/MeshBakerWorkingFolder/DONT_DELETE.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 4bdd3f9a90a7923428f5dedc4d223593 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/MeshBakerWorkingFolder/DONT_DELETE.txt + uploadId: 797180 diff --git a/Assets/MeshBaker/README.txt b/Assets/MeshBaker/README.txt new file mode 100644 index 0000000..6c885f0 --- /dev/null +++ b/Assets/MeshBaker/README.txt @@ -0,0 +1,35 @@ + +MeshBaker is a tool for combining many meshes into one big mesh and creating texture atlases +from all the textures used by the source meshes. OBJECTS TO BE COMBINED DO NOT NEED THE SAME +MATERIAL OR EVEN THE SAME SHADER. Meshbaker will create empty textures and resize copies of +textures if needed to build the atlases. Meshbaker does not touch the source assets +(other than setting the read flag on textures). It bakes the source +assets into new assets which can be used in your scene for high performance scene loading. + +QUICKSTART + + MeshBaker is best used in the Unity Editor (see below for runtime use) + + Create a new MeshBaker object in your scene under the Game Object menu. + Game Object + -> Create Other + -> Mesh Baker + -> MeshBaker + Follow the instructions in the inspector. + + See "Manual.pdf" for more information. + Latest tutorial videos are found in this youtube list: https://www.youtube.com/playlist?list=PLCzm-udM-shlRUy5f9QHHxqqv-9wP5FBM + +UPGRADING FROM THE EVALUATION VERSION + + To upgrade from the evaluation version, delete the MeshBaker folder from + your project and import the full version. + + Note that after doing this you may have "Missing Script" errors on your Combined Material assets. + These can be fixed by clicking on the circle with dot in it beside the "Missing Script" text in the + inspector and choosing "MB2_TextureBakeResults" from the list of scripts. + +SUPPORT + + Please post to the forums at https://discussions.unity.com/t/mesh-baker-by-digital-opus-released/490738/3694 + email: contact.digitalopus@gmail.com diff --git a/Assets/MeshBaker/README.txt.meta b/Assets/MeshBaker/README.txt.meta new file mode 100644 index 0000000..960da84 --- /dev/null +++ b/Assets/MeshBaker/README.txt.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: eb65045eaa0d32a41804f69da7d5eec3 +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/README.txt + uploadId: 797180 diff --git a/Assets/MeshBaker/Release Notes.txt b/Assets/MeshBaker/Release Notes.txt new file mode 100644 index 0000000..466d4b6 --- /dev/null +++ b/Assets/MeshBaker/Release Notes.txt @@ -0,0 +1,851 @@ +Version 3.40.1 September 30, 2025 + Fixed error loading groupers in analyse scene tab. + +Version 3.40.0 Septembr 5, 2025 + Added namespaces for the example scripts and made namespaces more consistent. + GameObject.FindObjectsOfType replaced by MBVersion.FindSceneObjectsOfType + MeshBakerEditor: + Added SaveMeshAsAsset button + Added Pagination + TextureBakerEditor: + Added Pagination + MeshBakerWindow Add Objects Tab: + Added Opacity filter: + Added lightmap values: + Added layerMask: + MeshBakerWindow Analyse Scene Tab: + Sets of Maps + layer index + Transparency works for URP + URP/HDRP surface type + MeshBakerGrouper: + parent scene object gets used if it has been set. + UnwrapUV2 + Tries to detect if the unwrap has failed and switches the indexing if it did. + Added URPUnlitTextureArray shader. + +Version 3.39.0 August 20, 2024 + Group By filters: switched StandardRenderMode to "Opaque or Transparent" which now uses RenderQueue instead of shader properties. + Group By filters: added Metallic or Specular filter to filter by URP and Standard shader workflow. + TextureArrays fixed bug in recent Unity versions where temporary textures created with dim 4096 would be imported as 2048 and Graphics.CopyTexture would fail. + Changed the texture array NormalMap shader so that it swizzles the color channels for platforms that support DXT compression. + Fixed bug using TexturePackerFast and normal maps so that it swizzles the color correctly. + Added step: ConfigureResultMaterialKeywordsIfNecessary because URP materials need keywords set when baking at runtime or they don't work properly. + Better handling of ColorSpace if user is using Linear color spaces. + +Version 3.38.0 July 27, 2024 + Removed some code for Unity 5 and earlier + Added a tool (window) for generating and assigning solid color textures from color tints for source materials. + Fixed bug where Unity 6 version is not recognized properly. To do this replaced GetMajorVersion and GetMinorVersion with Is_2017_1_OrNewer & Is_2018_3_OrNewer + Fixed bug where MeshCombinerSingle.bufferDataFromPrevious bake was not serialized. + Fixed bug when deleting objects from a previous bake where GameObject IDs change between edit mode and playmode + Removed gameObjectID from blendShape since it is not stable between edit mode and playmode + Added error when we can't match a source material with baked materials and source materials contain the work "Instanced" + Improved working with Multiple Material mappings: + Can move a sourceMaterial up and down the list of mappings + Can move mappings up and down + Can insert a mapping in the list of mappings + Can create a combined material for a mapping + Improved color space handling for linear color spaces + Added method MBVersion.IsTexture_sRGBgammaCorrected() + +Version 3.37.0 + Mesh Baker now supports two Mesh APIs "Simple Mesh API", "(beta) Native Array API" + The Native Array API is usually faster. Most future development will happen on the NativeArray API. + MeshBakerGrouper added undo functionality to the operations + MeshBakerGrouper made multi-editable + Mesh Baker Window Analyze Scene Tab pagination + TextureBlenderURPLit: fixed so it works for Lit, Simple Lit, Baked Lit, Unlit, Complex Lit, Particles Lit, Particles Simple Lit, Particles Unlit + Moved BlendShape combiner code into MB_MeshCombinerSingle_BlendShapeProcessor.cs + Fixed bug with BoneProcessor when adding meshes and creating no new bones. + TextureArrays + Added a new interface for IAssignToMeshCustomizer_NativeArrays + Added bakeStatus to MeshCombinerAPI + Renamed some MeshCombinerSimple files to use convention MB_MeshCombinerSingle_XXX + New example scene demonstrating how to create a simple solid color block atlas without using the TextureBaker + Fix inspector lists that display first element overlapping in Unity 2021.3+ + In tools for adding objects added filter for opaque vs transparent + +Version 3.36.1 June 8, 2023 + Fix build error + BatchPrefabBaker null checks + +Version 3.36.0 June 5, 2023 + ** Important ** The clear buffers after bake behaviour has changed. It may be necessary to uncheck + "Clear Buffers After Bake" if you are baking repeatedly. + Changed "clear buffers after bake" feature so that buffers are cleared when "Apply" is called. Previously this only happened when editor buttons were pressed. + Fixed typos in some of the text in the inspector and error messages. + Fixed exception when there are zero rows in inspector and we press the delete row button. + Fixed NullReferenceException if there is a null material when using "Configure Multiple Materials From Objects To Be Combined". + Updated MeshCombiner to use new Unity Mesh API for setting and getting BoneWeights. + Better validation and error handling when baking skinned meshes. + Added EncodeToTGA so that it is possible to save atlases in TGA format. + Fixed display of TextureShaderProperty. + Some lists don't display properly in Unity 2021. The first row is overwritten. Fixed by adding [NonReorderable]. + MeshCombiners implement the IDisposable interface and are Disposed in OnDestroy. + Apply and UpdateGameObjects return a bool to indicate success or failure. + Added function MBVersion.IsAssetInProject(Object). + Added interface MB_IMeshCombinerSimpleBones to better encapsulate functionality for processing bone data in skinned meshes. + +Version 3.35.1 Sept 16, 2022 + Added ASMDEF file to Examples folder. This fixes compile errors if the MeshBaker folder is added to a folder that has an ASMDEF + Fix error "Could not find a tiling rect..." + Fix Blend-Non-Texture-Properties bug when there are no textures, only color tints. + Created TEMP_SOLID_COLOR_TEXTURE_SIZE constant. + +Version 3.35.0 July 26, 2022 + Fix bug where parentSceneObject can loose its reference. + Made MAX_ATLAS_SIZE a constant so it is easy to update. + Added a TextureBakerEditorInternal.isCombiningTexture variable so other scripts can detect if texture baking is in progress. + Added TextureCompressionFormat to MB_TextureArrayFormat. + Correct handling of TextureFormat.CompressionQuality. + Updated TextureBlenders for Standard and URP to handle alphaClipping + Refactored MeshCombinerSimple so that combining functions are handled by a separate class. This is a first step toward migrating to NativeArrays + Fix bug with URP texture tiling where material tiling was only being applied to BaseMap. This is encapsulated in ShadersThatShareTiling.cs + +Version 3.34.3 Mar 10, 2022 + Fix serializing lightmapping after using the "Preserve Current Lightmapping" and saving the scene. + Fix "Preserve Current Lightmapping" when source meshes do not have a UV2 channel + Fix "Find Objects In Scene" window so that it is possible to find objects using lightmap Idx 0 & 1 + +Version 3.34.2 Jan 21, 2022 + Fix bone index problem with the BoneWeightCopier + Fix TexArray code so that it is possible to create TextureArrays at runtime + Move the MeshBakerGrouper grouper functions from the editor side to the runtime side so that it is possible to do grouping at runtime. + +Version 3.34.1 Aug 10, 2021 + Fix "d3d11: buffer size can not be zero" error when baking skinned meshes using 2019.4.28+ + Fix where URP bakes would create unused _MainTex atlas + +Version 3.34.0 July 28, 2021 + Added list of texture properties to ignore to the TextureBaker settings + When Batch Prefab Baker creates result prefabs. It will check if they exist and create new ones instead of overwriting them. + Added ContextMenu command to all bakers for purging nulls from list of objects to combine. + Added TextureBlender for HDRP + Fix bug where I was using SerializedProperty.enumValueIndex where I should have been using SerializedProperty.intValue. + + +Version 3.33.2 Apr 19, 2021 + Fix errors with BatchPrefabBaker with some versions of Unity + Fix error where combined scene object would not be parented when calling Apply + Added OptimizeMesh function that works in all versions of Unity + Fix NRE error when dragging a GameObject that doesn't have a MeshBakerGrouper to the MeshBaker.SharedSettings field + Fix deprecated feature warning for optimize mesh in 2019+ + Fix typos in UI tooltips + +================= +Version 3.33.1 Mar 7, 2021 + Bug fix for build error caused by MigrateMaterialsToDifferentPipeline. Added #if UNITY_EDITOR + +================= +Version 3.33.0 Feb 18, 2021 + Mesh Baker works with Addressables when materials are baked in the editor but Meshes are baked at runtime and loaded from bundles. This + had been a problem because materials in the TextureBakeResult wouldn't map to rectangles in the atlas. + Switched serialized path in the BoneWeightCopier to be Assets folder relative and standardized path browsing UI. + Example scenes work better with HDRP and URP. There is now a script that will detect the pipeline and auto update each example scene. + Fixed example "bake textures at runtime" scene so that it choses an appropriate shader for the pipeline. + Fix spelling and grammar in tooltips + Fix obsolete prefab API warnings in 2017+ + +================= +Version 3.32.0 Nov 3, 2020 + Can handle skinned meshes with blend shapes but zero bones + Paths to project assets folders are now stored relative to the Assets folder + Fixed bug with BatchPrefabBaker Prefab Rows not being initialized to zero length for new bakers + Fixed bug with GroupBy Standard Rendering Mode so that it works with URP and HDRP + Updated instructions for Batch Prefab Baker + Added an optional field to MeshBaker & MultiMeshBaker 'Parent Scene Object' baked combined meshes will be children of this. + Bake Into Prefab improvements + Can leave instance in scene after bake + There is button for creating empty prefabs. This works with multi object editing. + Mesh Baker Grouper can set up bakers to "Bake Into Prefab" + Mesh Baker Grouper improvements + Added option to "Auto Generate Prefabs" + Added folder field where prefabs will live + If using this option then generated combined meshes will be prefabs + +================= +Version 3.31.0 June 15, 2020 + Better handling for linear color space projects. + Added TextureBlenderURP for the Universal Render Pipeline/Lit shader + Improved collecting texture properties from result material. Was using the Material + API which was bad because it remembers extra properties from old shaders if the shader + is switched. Now collect the texture properties using the Shader API instead. + Bug Fix: Fixed some bugs in the the Standard shader texture blenders. + Bug Fix: NRE when trying to use listShadersInScene and with split into groups. + Bug Fix: When trying to combine skinned mesh renderers that are not prefab instances, + bones would not always be copied correctly to the prefab. Fixed. + Bug Fixs For Texture Arrays: + Fixed error generated when trying to assign platform spcific texture formats + to the default platform. + Fixed errors when generating solid color textures in platform specific formats. + Fixed errors caused by linear color space textures. + + +================= +Version 3.30.3 May 6, 2020 + No functional changes. The previous version included two packages of examples for the HDRP and URP pipelines. These increased the package size by 100 meg + This release switches those packages to include only Materials which reduces the increase to 2meg. + +================= +Version 3.30.1 May 6, 2020 + Fix compile error due to HDRP APIs not being properly shielded. + +================= +Version 3.30.0 Apr 24, 2020 + New feature, MeshRenderers can be baked with SkinnedMeshRenderers without the addition of new bones if the MeshRenderer is a child of a SkinnedMeshRenderer bone. + New feature, BlendShapes in different SkinnedMeshRenderers can be merged when combining if they have the same names. This is useful when baking different body parts. + New feature, New version of TexturePackerFast which works with HDRP, URP and Default pipelines. + Fix compile error due to API changes in Unity 2020 + Change, Mesh Baker does not overwrite changes to the combined material for texture properties that do not exist in any of the source materials. + +================= +Version 3.29.1 Feb 18, 2020 + Bug fix when updating a combined skinned mesh. Some bones that are unused should have been deleted that were not. + Combined all the bone processing code into a class so it is easier to manage + Freshly created MeshBakerGroupers may not have Settings instantiated. This can result in NRE if user tries to Bake without first visiting baker in the inspector. + Fixes to the MeshBakerSettings where RenderType was sometimes used from the MeshCombiner when it should have been read from the MeshBakerSettings + Split the MeshBakerWindow into a separate class for each tab and a class for the window and improved Undo. + Fix for adding disabled objects in the hierarchy to the Objects To Combine + Fixed issue where inactive renderers are not replace when using the Batch Prefab Baker + CollectTextureProperties uses the Material API to get the properites from the material for Unity > 2018.2 + Made the MeshBaker and MultiMeshBaker buttons work with MultiObjectEditing. + Made TextureArray buttons work with MultiObjectEditing. + Removed CanEditMultipleObjects from BoneWeightCopier + Modified MeshBakerGrouperEditor so that it supports MultiObjectEditing. + Fixes NRE with batch prefab baker. + Fixed bug where textures are converted to ARGB32 when they should be RGBA32 on Unity 2019. + Better warning when TexturePacker exceeds max recursion depth, explaining why and what to do. + Fix bug where SkinedMesh bake would faile the first time. + Changed the workflow for SkinnedMeshRenderer Bake Into Prefab. Mesh Baker now does the bone copying. This was very tricky with the new Unity Prefabs. + +================= +Version 3.29.0 Oct 20, 2019 + Added Beta support for Texture Arrays + Can choose to bake into atlases or Texture Arrays + Can define multiple output formats. Texture Arrays will be baked for each format + Can configure which source materials will be baked into which slice + Slice Index can be baked into a coordinate of the mesh + An example shader is included + Manual for Texture Arrays + Fixed issue with normals for meshes with negative and non-uniform scaling + Fixed issue with "Replace Prefab Instance In Scene Window", model prefabs would not be replaced properly. + Added option for setting a custom mesh pivot. + Added property names Lit shaders used by HDRP and LRP + Added extra UV channels (5,6,7,8) added in recent versions of Unity + +================= +Version 3.28.1 July 8, 2019 + Added a "Replace Prefabs In Scene Window". This is useful for switching prefabs in the scene with the optimized versions created with the Batch Prefab Baker. + Fix bug with Skinned Mesh bones error that would prevent updating combined skinned meshes if source meshes shared bones. + Configure newly created Mesh Bakers so they use the settings from the MeshBakerGrouper. + Added workaround for bug in 2018.X where a SerializedObject for a prefab would become corrupt when the prefab is instantiated. + Fixed formatting for many documents. + Added a namespace (DigitalOpus.MB.MBEditor). Editor scripts have been added to this namespace. + +================= +Version 3.27.3 June 18, 2019 + Fixed issue with Blend Shapes not working in the recent versions of Mesh Baker. + Changed how the BlendShapes 2 Combined map is handled. A component containing the serialized map data is added + to the combined mesh. This makes it easier to save the map as part of a prefab without needing to save the MeshBaker component. + Fixed error when saving into prefabs using 2018.3+ + +================= +Version 3.27.2 June 4, 2019 + Fixed bug where using UnityEditor is included in MeshBakerGrouper which breaks building for export + Added new example scene that existed in the 5.x version but was missing in 2017 version + +================= +Version 3.27.1 May 7, 2019 + Added a MeshBakerSettings Scriptable object that can be shared my many MeshBakers and MultiMeshBakers and the MeshBaker Grouper. + MeshBakerGrouper applies the same shared settings to all generated mesh bakers + Added ability to delete existing mesh bakers and combined meshs + When re-generating clusters the meshBakerGrouper automatically deletes existing bakers and combined meshes + Fixed bug where normals were not being scaled correctly for meshes with non-uniform scale + Fixed bug when using the standard shader if different maps had different tiling + +================= +Version 3.26.3 March 19, 2019 + Fix bug with MeshBakerFast texture packer where textures could be copied to atlas upside down on some platforms. + Add code to delete runtime created meshes when switching scenes. + Changed how Mesh Baker serializes references to game objects. Instead of using Instance ID a reference to a game object is used. + This fixes issue where meshes baked in the editor cannot be modified at runtime. + +================== +Version 3.26.2 December 19, 2018 + Add Drag & Drop target box when adding objects to be combined. + Fix bug when using TextureBaker, multiple materials and trying to split the result into multiple + atlases which did not work. + Fix issue when using Texture Packer, Mesh Baker Fast on Metal platform where atlases would be upside down. + Fix issue where UpdateGameObjects would not work correctly if the material was switched on the source game object. + Move Editor scripts into a folder that is not a subfolder of the Scripts folder. This was necessary + so that assembly definition files and the Unity test runner will work in Unity 2018. + Split the MB3_MeshCombinerSimple class into multiple files because it was very large. + Added an example scene and script for switching a material on a source object and updating the combined mesh. + +================== +Version 3.26.1 October 30, 2018 + Upgraded to version 5.5.1 and regenerated all textures. + This was necessary to fix issues where Unity 2018.3 could + not read assets generated with older versions of Unity. + +================== +Version 3.26 July 17, 2018 + Fixe for NRE when using MeshBaker packer and null textures + Fix bug for missing build target Tiezen in 2018.2 + Fix bug importing PVRT compressed meshes which don't support GetPixelBilinear + Added search filter for LOD levels + Introduced maxAtlasWidth and maxAtlasHeight which can be set independantly for horizontal vertical packing + Added horizontal vertical texture packing + BatchBakerPrefab changes + Fixes bug where more materials could be assigned than submeshes + Baked meshes are saved as part of the prefab + Bake does a better job of cleaning up unused materials + Added a bake that only updates meshes and materials + Added log level + +================== +Version 3.25 April 26, 2018 + Created a TextureBlender for MetallicRoughness + Rewrote the texture blenders for MetallicSpecular and Metallic + Fixed bug with only one texture in atlas if textures for different properties had different tiling. + Added non texture property average classes so that an average value can be used if not using consider non texture properties + Fixed issues iwth blending non texture properties with the Standard shader. + Refactor + Cleaned up creating of temporary textures used in atlas creation. They are not created on a per atlas basis immediately before use and disposed of immediately afterward. + Created TextureCombinerPackerOneTextureInAtlas for handling the case of only one texture in atlas. + Removed code from other TextureCombinerPackers for handling one texture in atlas cases. + +================== +Version 3.24.3 + Removed references to Procedural Texture which were removed in Unity2018 + +================== +Version 3.24.2 + Support for meshes larger than 64k + Big refactor of the texture combining pipeline + +================== +Version 3.24.1 + Rewrite of the TextureBlenderStandardMetallic + Fix bug where mesh was not assigned to prefab when generating skinned meshes with the MultiMeshBaker and assigning to a prefab + Refactored Texture Combining pipeline. + Refactored BlendTextureProperty system. Encpsulated code in a separate file. + Replaced simple bool allTexturesAreNullAndSameColor flags with more informative CreateAtlasForProperty + Fixed problems when merging atlas rectangles that would occasionally generate strange UV map problems + Moved everything related to atlas merging into its own file + +================== +Version 3.24.0 + Fixed bug where normal map format is not restored if texture is uncompressed + Added TexturePackerHorizontal, TexturePackerVertical which stack textures in atlas so that textures in atlas can tile horizontally and vertically + Removed creation of report when using list shaders in scene + +================== +Version 3.23.3 + Fixes error when baking skinned meshes in Unity 2017.2. that generated error about skinned meshes lacking skinning information. + +================== +Version 3.23.2 + Added integrity check to TextureCombiner so it checks if can find tiled rect after generating atlas + Fixed bug combining materials that have different tiling on different maps when using 'consider UVs' that would generate 'can't find tiled rectangle' error + Fixed bug when baking skinned mesh prefabs where prefab would not be built and scene object was destroyed making it impossible to add bones + Fixed bug when building for Android or Tizen and ASTC compression that would cause pixelated quality in atlases + +================== +Version 3.23.1 + Baking children for a grouper now works correctly if there is no TextureBakeResult + Fixed errors using Unity 2017 with Crunch compression + Fixed errors using when baking objects with different materials and no TextureBakeResult + Fixed bug that caused TextureBlenders to use Fallback when other blenders match shader + +================== +Version 3.23.0 + Improved 'Consider Mesh UVs' can now be applied with different value to each result material + Added version number to TextureBakeResults to fix backward compatibility issues. + Refactored TextureBakeResults so that only resultMaterials is used in all cases. _resultMaterial is depricated + Fixed bug with Unity 5.4 + with TexturePacker.MeshBakerTexturePackerFast creating black textures + Fixed bug with MeshBakerGrouper so that it will include bakers with only one source object if desired + _MetallicGlossMap color if no texture is 0,0,0,1 to fix issues with alpha=0 in map + Fixed bug when using GroupByStandardShaderMode which would not compare correctly + Added write texture to TGA code (not yet integrated with UI) + Refactored "Build Source To Combined Mapping" to use new Consider Mesh UVs + +================== +Version 3.22.2 + Fixed bug where submeshes with zero length triangle arrays could be created causing dynamic batching errors + Fixed bug where submesh triangles not being serialized correctly and causing errors with ShowHide + Fixed auto generation of multiple materials to handle standard shader modes + +================== +Version 3.22.1 + Fixed bug where many submeshes were created if no TextureBakeResult and all source objs share a material + Fixed bug where UV2 could contain NAN values if using 'copy UV2 to separate rects' and a source mesh has no UV2 channel. + Refactored platform defines so they all exist only in the MBVersion + +================== +Version 3.22 + Fixes so Mesh Baker will work with Unity 2017 + + ` +================== +Version 3.21 + Modified texture packer to support distributing textures across multiple atlases if total packing exceed atlas size + Editor window can split atlases when listing shaders in scene + Texture Baker can distribute across atlases when using the multiple materials feature + + +================== +Version 3.20 + Added include cells with only one renderer checkbox to MeshBakerGrouper + Changed clustering to use render bounds center instead of gameobject pivot + Fixed drawGizmos for pie clusters so it matches what is clustered + Made agglomerativeClustering cancelable + Massive performance improvment for agglomerativeClustering + Fixed bug with blendshapes if more than one blendshapes + Fixed TextureCombiner indexOutOfBounds that occurs if the shader has no texture properties + + +================== +Version 3.19.5 May 26, 2017 + Fix bug in Unity 5.5+ which generated a compile error in import. + +================== +Version 3.19.4 May 19, 2017 + Cleaned up Mesh Baker Menu + Added link under Windows for opening Mesh Baker window + Changed numbering of newly created bakers to match Unity's convention + Renamed 'Material Bake Result' to 'Texture Bake Result' + Set the MeshBakerGroup default algorithm to 'Agglomerative' and improved default settings + MeshBakerGrouper detects if there are already child bakers with objects in list of objects to combine + Set default _considerNonTextureProperties to false to speed up atlas creation + Fixed NullPointerException when running texture bake as a Coroutine on a platform that doesn't support it + Optimize after bake is never called at runtime + Updated Manual & API docs + +================== +Version 3.19.3 March 27, 2017 + Added #IF UNITY_EDITOR to mesh optimization code since it uses UnityEditor. Fixed build error + Added fix for rounding error with Vector2 which could cause "Cannot find merged rectangle" errors + Added fix for builing for WAS, reflection classes don't exist + +================== +Version 3.19.2 March 13, 2017 + Fixed bug with blend shapes if using the same Mesh Baker multiple times + Fixed bug with GroupByFilterStandardShaderMode so groups correctly + Fixed bug if using a mesh with no UVs and using the 'consider UVs' feature would get Can't find merged rect error + +================== +Version 3.19.1 Febuary 15, 2017 + Fixed bug with creating temporary bake results + Added conditional version code for LOD groups only for 5.1 and greater + Added conditional version code for mesh.Optimize for 5.6 and greater + Speed up for agglomerativeClustering + +================== +Version 3.19 December 31, 2016 + + - Modified 'can bake without baking textures first'. Now collects all materials and maps each mat to its own submesh + - Removed limitation where first mesh must have all materials + - Fixed bug with MeshCombiner checking objsInCombined list if user has deleted some of these + - Batch Prefab Baker calls .ClearMesh before trying to bake so combiner isn't contaminated by previous bakes + - TextureCombiner creates temporary textures for missing textures earlier in the pipeline. Fixes bugs with + consider mesh UVs if some materials don't have textures. + +================== +Version 3.18 December 8, 2016 + + - Agglomerative clustering + - Fixed error when no clusters. + - Add button to trigger creating clusters. + - Add progress bar + - Added feature for recenter verts to bounds center + - Fixed bug when deleting parts of combined mesh would leave bones + - Added optimize after bake + - Batch prefab baker will create new meshes if targets are same as source. + - Can use tools for adding objects to remove objects from bakers in a bulk operation + - Cluster grouper can group by LOD level + +================== +Version 3.17 November 22, 2016 + + - New Agglomerative cluster type in the MeshBakerGrouper + - Performance improvements when adding and deleting bones. Uses HashSets instead of traversing lists + - Added a "select objects to be combined" convenience button + - Added ability to sort objects to be combined along an axis. Usefull for transparent shaders + - Can populate rows in batch prefab baker from prefab instances in scene + - A number of minor fixes + +================== +Version 3.16.3 October 25, 2016 + + - Added regular expression field for filtering game objects to be added in the add objects to bakers window + - Fixed bug with "list shaders in scene" which generate exceptions if a file is modified + - MeshBakerGrouper does not create bakers if there are no objects or only one object in a cell + +================== +Version 3.16.2 October 8, 2016 + + - Added support for the new Texture Import API in Unity 5.5 + +================== +Version 3.16.1 September 16, 2016 + + - Added support for blend shapes + - Mesh Baker can now convert 'optimized' meshes to be readable + - New UV2 option. If source objects have custom UV2 layout, this can be preserved when copying to combined mesh + +================== +Version 3.16.0 September 6, 2016 + + - Fixed bug with "Open Tools For Adding Objects" window. Texture baker tab would hang. + - Fixed Bake Meshes in Place Bug if folder path is not set and bake is clicked + - Fixed bug where MeshBakerGrouper bug can include renderers not in texture baker + - Converted texture baking to a coroutine so texture baking at runtime can take place across several frames. + - Fixed bug and refactored the _considerUVs option that merges textures. + +=================== +Version 3.15.1 August 18, 2016 + +- Fixed bug preventing MultiMeshBaker from displaying. + +=================== +Version 3.15.0 August 9, 2016 + +- Fixed bug with merge overlapping textures where textures would map to wrong parts of the atlas. +- Cleaned up variable naming in merge overlapping textures code +- Refactored merge overlapping textures +- Added fields to MB3_TextureBakeResults for samplingEncapsulatinRect, sourceMaterialTiling, samplingRectMatAndUVTiling, srcObjName +- Improved comments in the code. +- Removed unused variable references to get rid of warnings. + + +==================== +Version 3.14.0 July 15, 2016 + +- Added multi object editing support to the MB3_MeshBaker and MB3_TextureBaker +- Added support for TextureBlenders to provide better blending of non-texture properties such as _Color with textures +- Updated the manual + +==================== +Version 3.13.1 April 27, 2016 + +- Added button to the batch prefab baker to automate creating prefabs +- Improved the BoneWeightCopier script to copy normals, position and tangent as well. + +===================== +Version 3.13.0 April 13, 2016 + +- Changed Fix out of bounds UVs to 'Consider Mesh UVs' +- Added candy striping to multiple materials section of the inspector +- Changed 'Consider Mesh UVs' so it works for UVs that are not out of bounds. Only parts of source textures that are used are copied to atlas +- Added a feature for Merging UV rectangles in the atlas if the source rectangles overlap and it would be more efficient to use a combined +rectangle than two separate rectangle + +====================== +Version 3.12.3 Feb 20, 2016 + +Fixed bug where GroupBy filters are not found if an assembly cannot be loaded +Added UV2 unwrapping parameters to user interface. +Fixed bug with multiple materials and out of bounds UVs doesn't work if "out-of-bounds-uvs" is checked. + +====================== +Version 3.12.2 Dec. 9, 2015 + +- Fixed bug with the Mesh Baker Grouper. It was adding multiple objects multiple times which created errors when baking. +- Added button to the batch prefab baker to automate creation of result prefabs. + +====================== +Version 3.12.1 Nov. 20, 2015 + +- removed two references to UnityEditor in the runtime scripts and a variable not used warning. + +====================== +Version 3.12.0 Nov. 20, 2015 + +- Mesh Combiner API now handles combining objects with no Texture Bake Result if all objects use the same material +- Bones are not duplicated in bones array if bones are shared. +- Updated TextureCombinerFast shaders. These ones work much better +- Fixed bug with TextureCombinerFast normal maps being converted to Unity format twice +- Added UV3 and UV4 channels for Unity 5 +- Added a script for applying same bone weights to the seams of skinned meshs to make customization of character meshes easier + +====================== +Version 3.11.1 + +- Fixed bug using Mesh Baker without first baking textures that caused materials to be Instanced. + +====================== +Version 3.11.0 + +- Includes a new Mesh Baker Texture Packer Fast option to pack textures on using the GPU instead of the CPU + +====================== +Version 3.10.3 + +- added a MaxAtlas size field to replace the code that tried to predict based on platform +- added code to grabe the _Color property from the first material + +====================== +Version 3.10.2 + +- Fixed bug preserve lightmapping. + +====================== +Version 3.10.1 + +- Fixed serious bug where meshes with tiling UVs would not be detected +- Modified editor functions so it is easier to customize bake behaviour + +====================== +Version 3.10 + +- Improved handling of missing textures in Standard shader. Much better code for choosing reasonable colors +- Fixed typo on "Search For Meshes" tab +- Increased the size of space in atlas for missing textures to 16x16 to help with color bleeding +- Fixed missing SpecGlossMap in names to look for +- Fixed bug where tag and layer are not set the first time objects are added to a baker + +====================== +Version 3.9 + +- Meshes are cached after being analyzed improves performance +- Added group by option for already added to baker +- Added filter option for already added to baker +- Mesh Baker tries to use a default color if there is no texture +- Fix so Mesh Baker works from plugins folder +- Fix for outOfBoundsUVs report false positive + +====================== +Vesion 3.8.1 + +- Minor fix stops errors creating new baker caused by uneeded debug statement. + +====================== +Vesion 3.8 + +- Fixed bug setting normal map for _Normal and _DetailBumpMap +- Can set normal map treatment for custom shader properties +- Can easily add custom filters to the group by +- Doesn't create atlas if all source textures are null +- Progress bar for list material in scene report + +====================== +Version 3.7.4 + +- Fixed bug with mesh baker on its own game object +- Fixed bug generating assets using tools for adding objects + +====================== +Version 3.7.3 + +- Refactored the tools for adding objects window so it is much more flexible and can create bakers directly +- Added texture property names to support the new standard shader. + +====================== +Version 3.7 + +- Fix for tiny images being scaled to zero when atlas is larger than maximum size +- Fix for auto generate mesh bakers bug not finding the Mesh Baker +- Can be configured to produce only power of two textures + +====================== +Version 3.6.1 + +- Bug fixes for Unity 5 compatible + +====================== +Version 3.6 + +- Updated to be compatible with Unity 5 + +====================== +Version 3.5.1 + +- Added gizmos to the MeshBakerGrouper +- Added button to bake all child MeshBakers of a MaterialBaker +- Added button to disable renderers of child material baker +- Fixed bugs where multi-mesh bakers would not bake when baking all bakers. + +====================== +Version 3.5 + +- Added the MB3_MeshBakerGrouper component +- Removed many of the default arguments from the example scripts which caused build errors on iOS + +====================== +Version 3.4.1 + +- Fix bug with IndexOutOfBounds exception when baking without TextureBakeResults +- Fix NullPointerException when no objects in list of objs to combine +- Added warning when buffers have been cleared and no objects in instance2combined map + +====================== +Version 3.4 + +- Border color of textures in atlas bleed into the padding. Fixes problems with mipmaps picking up padding color +- Can bake objects without creating an atlas as long as they all use the same set of textures. +- Better memory allocation when creating atlases. +- Added MB3_DisableHiddenAnimations to disable animations that are not playing +- Added checkbox to clear buffers in baker after bake. It is rare that a user would want the buffers. + +====================== +Version 3.3.1 + +- Fixed bug when user uses a prefab asset in the result scene object field +- Displays error if user tries to bake a mesh that has read/write = false + +====================== +Version 3.3 + +- Fixed a bug where list of objects to combine produced null pointer exception +- Added BatchPrefabBaker +- Generated normal maps (when no normal on source) are now neutral normal color + +====================== +Version 3.2.1 + +- Fixed bug where creating source to combined mapping for multiple materials would add source mat multiple times +- Added several examples and explantions with other Examples +- Optimization where uvs are not adjusted if there is only one texture in the atlas + +====================== +Version 3.2 + +- Fix error creating new bakers +- Fix error baking into prefab if have not baked scene object first. + + +====================== +Version 3.1 + +- Hides debug statment in multi-mesh-combiner +- Sets default size of texture combiner to 2048 +- Removes references to legacy scripts in MB2_UpdateSkinnedMesh scripts. + +====================== +Version 3.0 + +- Big refactor to simplify code. +- Cleaned up API +- removed a number of unecessary parameters from function calls +- Made method names more consistant +- More code is shared between MeshBakerCommon and subclasses +- Mesh combiners inherit from a proper superclass +- Handles objects with negative scale +- MeshCombiner now handles creation and storing of ResultSceneObject + +====================== +Version 2.11.8 + +- Fixed bug with BuildSceneObject so it sets the targetRenderer in the MB2_MeshCombiner +- Enforces expected structure of CombinedMesh scene object +- Warning when using Unity's texture packer +- better interface for AddDeleteGameObjectsByIDs + +====================== +Version 2.11.7 + +- Fixed bug with generating UV2 for multi mesh baker + +====================== +Version 2.11.6 + +- Fixed bug where meshes could not be combined if the original meshes had been deleted from the scene +- Added warning if skinned mesh has been optimized. + +====================== +Version 2.11.5 + +- Fixed bug where combining skinned meshes did not work correctly +- Fixed bug with validation which required resultMaterial to be set when doing multi material + +====================== +Version 2.11.4 + +- Improved update so developer has control over which channels are updated. + +====================== +Version 2.11.3 + +- Fixed problem copying normal maps to atlases. + +====================== +Version 2.11.2 + +- Better calculation of ideal atlas size. + +====================== +Version 2.11.1 + +- Fixes error displaying suggested treatment for overlapping submeshes + +====================== +Version 2.11 + +- Removed/fixed lines of code that generated warnings +- Add feature that suggests what can be done if meshes don't bake +- If only one texture in an atlas then original textures are re-used +- Refactored much of the texture combining code + +====================== +Version 2.10 + +- Changed the internal representation to store instanceIDs instead of GameObjects + this makes it possible to remove destroyed objects as long as the ID instance ID is remembered. +- Added a flag to make validation optional. +- Improved UpdateApproximateBounds and added two scripts that can be do this +- Improved the logging class +- Fixes errors when switching the output after a bake +- Added a version field so dependent projects know the version + +====================== +Version 2.9.1 + +Fixes a minor issue where a warning is displayed when skinned meshes +contain no meshes. + +====================== +Version 2.9 + +Moved all UnityEditor class usage to classes in the Editor folder +To do this an interface MB2_EditorMethodsInterface and class MB2_EditorMethods were created. +Created new Logging class for better debug tracing +There were a number of changes to the API + +MB2_MeshCombiner.Apply takes a delegate function for Generating UV2. This should be null when called at runtime and set to Unwrapping.GenerateUV2 when called from the editor. + + +These methods require an instance of MB2_EditorMethods when called from the editor. The parameter should be null or ommitted when called at runtime. + doCombinedValidate + CreateAndSaveAtlases + +These methods were moved to MB2_EditorMethods + SaveMeshsToAssetDatabase + RebuildPrefab + +====================== +Version 2.8.3 + +Fixed bug where can only create one result material when creating multiple result materials + +Fixed bug when baking all bakers in scene if one has no objects + +Cleaned up error message when have not created texture bake results + +====================== +Version 2.8.2 + +Added Mesh Baker texture packer + +Added button to auto generate source to combined material mappings from objects to combine + +Changed texture format messages from warnings to info messages + +Fixed null pointer exception when baking assets in place + +cleaned up code in TextureCombiner + +Added Show/Hide to the API which just updates triangles + + diff --git a/Assets/MeshBaker/Release Notes.txt.meta b/Assets/MeshBaker/Release Notes.txt.meta new file mode 100644 index 0000000..c70785e --- /dev/null +++ b/Assets/MeshBaker/Release Notes.txt.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f336d57a7c6245c4faf89ceea81010de +TextScriptImporter: + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Release Notes.txt + uploadId: 797180 diff --git a/Assets/MeshBaker/Resources.meta b/Assets/MeshBaker/Resources.meta new file mode 100644 index 0000000..be1cecb --- /dev/null +++ b/Assets/MeshBaker/Resources.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 34400b6de15f7c647a4e433d101345c2 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/MeshBaker/Resources/Shaders.meta b/Assets/MeshBaker/Resources/Shaders.meta new file mode 100644 index 0000000..dfc3b41 --- /dev/null +++ b/Assets/MeshBaker/Resources/Shaders.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: b45da753d23e1db488270ac77117b476 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/MeshBaker/Resources/Shaders/AlbedoShader.shader b/Assets/MeshBaker/Resources/Shaders/AlbedoShader.shader new file mode 100644 index 0000000..54c4044 --- /dev/null +++ b/Assets/MeshBaker/Resources/Shaders/AlbedoShader.shader @@ -0,0 +1,17 @@ +Shader "MeshBaker/AlbedoShader" { + Properties{ + _MainTex("Base (RGB)", 2D) = "white" {} + } + Category{ + Lighting Off + ZWrite On + Cull Back + SubShader{ + Pass{ + SetTexture[_MainTex]{ + + } + } + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Resources/Shaders/AlbedoShader.shader.meta b/Assets/MeshBaker/Resources/Shaders/AlbedoShader.shader.meta new file mode 100644 index 0000000..eb830da --- /dev/null +++ b/Assets/MeshBaker/Resources/Shaders/AlbedoShader.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 93b5388fc61adc24b9d664e3be014505 +ShaderImporter: + defaultTextures: [] + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Resources/Shaders/AlbedoShader.shader + uploadId: 797180 diff --git a/Assets/MeshBaker/Resources/Shaders/NormalMapShader.shader b/Assets/MeshBaker/Resources/Shaders/NormalMapShader.shader new file mode 100644 index 0000000..1985a4a --- /dev/null +++ b/Assets/MeshBaker/Resources/Shaders/NormalMapShader.shader @@ -0,0 +1,17 @@ +Shader "MeshBaker/NormalMapShader" { + Properties{ + _MainTex("Base (RGB)", 2D) = "white" {} + } + Category{ + Lighting Off + ZWrite On + Cull Back + SubShader{ + Pass{ + SetTexture[_MainTex]{ + + } + } + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Resources/Shaders/NormalMapShader.shader.meta b/Assets/MeshBaker/Resources/Shaders/NormalMapShader.shader.meta new file mode 100644 index 0000000..5f763d3 --- /dev/null +++ b/Assets/MeshBaker/Resources/Shaders/NormalMapShader.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 0caa52df4ba1fdb4e832981173493e62 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Resources/Shaders/NormalMapShader.shader + uploadId: 797180 diff --git a/Assets/MeshBaker/Resources/Shaders/NormalMapShaderSwizzle.shader b/Assets/MeshBaker/Resources/Shaders/NormalMapShaderSwizzle.shader new file mode 100644 index 0000000..74001bc --- /dev/null +++ b/Assets/MeshBaker/Resources/Shaders/NormalMapShaderSwizzle.shader @@ -0,0 +1,73 @@ +Shader "MeshBaker/NormalMapShaderSwizzle" +{ + Properties + { + _MainTex("Texture", 2D) = "white" {} + } + SubShader + { + Tags { "RenderType" = "Opaque" } + LOD 100 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + fixed4 ConvertNormalFormatFromUnity_ToStandard(fixed4 c) { + fixed4 n; + n.a = 0.0; + n.x = c.a * 2.0 - 1.0; + n.y = c.g * 2.0 - 1.0; + n.z = sqrt(1 - n.x * n.x - n.y * n.y); + + //now repack in the regular format + fixed4 cc; + cc.a = 1.0; + cc.r = ((n.x + 1.0) * 0.5); + cc.g = ((n.y + 1.0) * 0.5); + cc.b = ((n.z + 1.0) * 0.5); + return cc; + } + + v2f vert(appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + // Sample the texture + fixed4 texColor = tex2D(_MainTex, i.uv); + + // Swizzle the color channels + fixed4 swizzledColor = ConvertNormalFormatFromUnity_ToStandard(texColor); + + return swizzledColor; + } + + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/Resources/Shaders/NormalMapShaderSwizzle.shader.meta b/Assets/MeshBaker/Resources/Shaders/NormalMapShaderSwizzle.shader.meta new file mode 100644 index 0000000..c2e818b --- /dev/null +++ b/Assets/MeshBaker/Resources/Shaders/NormalMapShaderSwizzle.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d98b78a8f11bf3f4f927b4b7f53d2557 +ShaderImporter: + defaultTextures: [] + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/Resources/Shaders/NormalMapShaderSwizzle.shader + uploadId: 797180 diff --git a/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader b/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader new file mode 100644 index 0000000..dbb62e4 --- /dev/null +++ b/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader @@ -0,0 +1,64 @@ +// +// Used by Texture packer fast. It ignores fog and renders the alpha channel of source textures. + +Shader "MeshBaker/Unlit/UnlitWithAlpha" { +Properties { + _MainTex ("Base (RGBA)", 2D) = "white" {} + [Toggle(_SWIZZLE_NORMAL_CHANNELS_NM)] _SwizzleNormalMapChannelsNM("_SwizzleNormalMapChannelsNM", Float) = 0 +} + +SubShader { + Tags { "RenderType"="Opaque" } + LOD 100 + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_fog + #pragma shader_feature _SWIZZLE_NORMAL_CHANNELS_NM + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.vertex = UnityObjectToClipPos(v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + float4 col = tex2D(_MainTex, i.texcoord); + +#ifdef _SWIZZLE_NORMAL_CHANNELS_NM + float3 normal = UnpackNormal(tex2D(_MainTex, i.texcoord)); + float3 packedNormal = saturate(normalize(normal) * .5 + .5); + col = float4(packedNormal, 1); +#endif + return col; + } + ENDCG + } +} + +} diff --git a/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader.meta b/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader.meta new file mode 100644 index 0000000..57655e9 --- /dev/null +++ b/Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d55bff31ea39ada4a9bd9cb6b7712b52 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: 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b/Assets/MeshBaker/docs/Manual.pdf new file mode 100644 index 0000000..46bcb02 --- /dev/null +++ b/Assets/MeshBaker/docs/Manual.pdf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:83bb18b43e390289eee5dbb8ec359cd52d4903fc4e4b5407c50d3720ba523176 +size 917055 diff --git a/Assets/MeshBaker/docs/Manual.pdf.meta b/Assets/MeshBaker/docs/Manual.pdf.meta new file mode 100644 index 0000000..4e8e2f5 --- /dev/null +++ b/Assets/MeshBaker/docs/Manual.pdf.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8e0a2fac87783dc41b86f96d78fc99bd +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/docs/Manual.pdf + uploadId: 797180 diff --git a/Assets/MeshBaker/docs/Texture Arrays.pdf b/Assets/MeshBaker/docs/Texture Arrays.pdf new file mode 100644 index 0000000..b596bd9 --- /dev/null +++ b/Assets/MeshBaker/docs/Texture Arrays.pdf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:83010244cc6672ab7a59288c10eb942c1381de962de01db6154b91878b46bf8d +size 1847795 diff --git a/Assets/MeshBaker/docs/Texture Arrays.pdf.meta b/Assets/MeshBaker/docs/Texture Arrays.pdf.meta new file mode 100644 index 0000000..d301529 --- /dev/null +++ b/Assets/MeshBaker/docs/Texture Arrays.pdf.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: ea65e70c3504641409402d6c767e9931 +timeCreated: 1571676531 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/docs/Texture Arrays.pdf + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts.meta b/Assets/MeshBaker/scripts.meta new file mode 100644 index 0000000..fc9c5d0 --- /dev/null +++ b/Assets/MeshBaker/scripts.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a2aa48b1b60d12b4babfe0c97bec8f2d diff --git a/Assets/MeshBaker/scripts/AssemblyInfo.cs b/Assets/MeshBaker/scripts/AssemblyInfo.cs new file mode 100644 index 0000000..5b97618 --- /dev/null +++ b/Assets/MeshBaker/scripts/AssemblyInfo.cs @@ -0,0 +1,10 @@ +using System.Runtime.CompilerServices; +using System; + +[assembly: InternalsVisibleTo("MeshBakerTests2")] +[assembly: InternalsVisibleTo("MeshBakerTests")] + +public class AssemblyInfo +{ + +} diff --git a/Assets/MeshBaker/scripts/AssemblyInfo.cs.meta b/Assets/MeshBaker/scripts/AssemblyInfo.cs.meta new file mode 100644 index 0000000..19a4c3b --- /dev/null +++ b/Assets/MeshBaker/scripts/AssemblyInfo.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 128f1b6366765e846853f8e143ca26cd +timeCreated: 1543357217 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/AssemblyInfo.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBones.cs b/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBones.cs new file mode 100644 index 0000000..8802ca6 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBones.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using System.Collections; +using DigitalOpus.MB.Core; + +public class MB2_UpdateSkinnedMeshBoundsFromBones : MonoBehaviour { + SkinnedMeshRenderer smr; + Transform[] bones; + + void Start () { + smr = GetComponent(); + if (smr == null){ + Debug.LogError("Need to attach MB2_UpdateSkinnedMeshBoundsFromBones script to an object with a SkinnedMeshRenderer component attached."); + return; + } + bones = smr.bones; + bool origVal = smr.updateWhenOffscreen; + smr.updateWhenOffscreen = true; + smr.updateWhenOffscreen = origVal; + } + + void Update () { + if (smr != null){ + MB3_MeshCombiner.UpdateSkinnedMeshApproximateBoundsFromBonesStatic(bones,smr); + } + } +} diff --git a/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBones.cs.meta b/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBones.cs.meta new file mode 100644 index 0000000..7b7e85f --- /dev/null +++ b/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBones.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: dfe3957da2b5efe438f7ffe6a2cfa712 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBones.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBounds.cs b/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBounds.cs new file mode 100644 index 0000000..e48e98a --- /dev/null +++ b/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBounds.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +public class MB2_UpdateSkinnedMeshBoundsFromBounds : MonoBehaviour { + public List objects; + SkinnedMeshRenderer smr; + + void Start () { + smr = GetComponent(); + if (smr == null){ + Debug.LogError("Need to attach MB2_UpdateSkinnedMeshBoundsFromBounds script to an object with a SkinnedMeshRenderer component attached."); + return; + } + if (objects == null || objects.Count == 0){ + Debug.LogWarning("The MB2_UpdateSkinnedMeshBoundsFromBounds had no Game Objects. It should have the same list of game objects that the MeshBaker does."); + smr = null; + return; + } + for (int i = 0; i < objects.Count; i++){ + if (objects[i] == null || objects[i].GetComponent() == null){ + Debug.LogError("The list of objects had nulls or game objects without a renderer attached at position " + i); + smr = null; + return; + } + } + bool origVal = smr.updateWhenOffscreen; + smr.updateWhenOffscreen = true; + smr.updateWhenOffscreen = origVal; + } + + void Update () { + if (smr != null && objects != null){ + MB3_MeshCombiner.UpdateSkinnedMeshApproximateBoundsFromBoundsStatic(objects,smr); + } + } +} diff --git a/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBounds.cs.meta b/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBounds.cs.meta new file mode 100644 index 0000000..f070a08 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBounds.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 5f4510fdae919c84a82b04658438580e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB2_UpdateSkinnedMeshBoundsFromBounds.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_BatchPrefabBaker.cs b/Assets/MeshBaker/scripts/MB3_BatchPrefabBaker.cs new file mode 100644 index 0000000..44366b8 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_BatchPrefabBaker.cs @@ -0,0 +1,73 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +public class MB3_BatchPrefabBaker : MonoBehaviour { + public MB2_LogLevel LOG_LEVEL = MB2_LogLevel.info; + + [System.Serializable] + public class MB3_PrefabBakerRow{ + public GameObject sourcePrefab; + public GameObject resultPrefab; + } + +#if UNITY_2020_2_OR_NEWER + [NonReorderable] //see MB-136 for why this is here +#endif + public MB3_PrefabBakerRow[] prefabRows = new MB3_PrefabBakerRow[0]; + + public string outputPrefabFolder = ""; + + [ContextMenu("Create Instances For Prefab Rows")] + public void CreateSourceAndResultPrefabInstances() + { +#if UNITY_EDITOR + // instantiate the prefabs + List srcPrefabs = new List(); + List resultPrefabs = new List(); + for (int i = 0; i < prefabRows.Length; i++) + { + if (prefabRows[i].sourcePrefab != null && prefabRows[i].resultPrefab != null) + { + GameObject src = (GameObject)UnityEditor.PrefabUtility.InstantiatePrefab(prefabRows[i].sourcePrefab); + GameObject result = (GameObject)UnityEditor.PrefabUtility.InstantiatePrefab(prefabRows[i].resultPrefab); + srcPrefabs.Add(src); + resultPrefabs.Add(result); + } + } + + Vector3 offsetX = new Vector3(2, 0, 0); + + // layout the prefabs + GameObject srcRoot = new GameObject("SourcePrefabInstances"); + GameObject resultRoot = new GameObject("ResultPrefabInstance"); + + Vector3 srcPos = Vector3.zero - offsetX; + Vector3 resultPos = Vector3.zero + offsetX; + for (int i = 0; i < srcPrefabs.Count; i++) + { + Renderer[] rs = srcPrefabs[i].GetComponentsInChildren(true); + Bounds b = new Bounds(Vector3.zero, Vector3.one); + if (rs.Length > 0) + { + b = rs[0].bounds; + for (int bndsIdx = 1; bndsIdx < rs.Length; bndsIdx++) + { + b.Encapsulate(rs[bndsIdx].bounds); + } + } + + srcPrefabs[i].transform.parent = srcRoot.transform; + resultPrefabs[i].transform.parent = resultRoot.transform; + srcPrefabs[i].transform.localPosition = srcPos + new Vector3(-b.extents.x, 0, b.extents.z + b.extents.z * .3f); + resultPrefabs[i].transform.localPosition = resultPos + new Vector3(b.extents.x, 0, b.extents.z + b.extents.z * .3f); + srcPos += new Vector3(0,0,b.size.z + 1f); + resultPos += new Vector3(0, 0, b.size.z + 1f); + } +#else + Debug.LogError("Cannot be used outside the editor"); +#endif + } + +} diff --git a/Assets/MeshBaker/scripts/MB3_BatchPrefabBaker.cs.meta b/Assets/MeshBaker/scripts/MB3_BatchPrefabBaker.cs.meta new file mode 100644 index 0000000..89a3767 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_BatchPrefabBaker.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: c0409865d977e644d97db08d14bfa7f8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_BatchPrefabBaker.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_BoneWeightCopier.cs b/Assets/MeshBaker/scripts/MB3_BoneWeightCopier.cs new file mode 100644 index 0000000..7d4305d --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_BoneWeightCopier.cs @@ -0,0 +1,11 @@ +using UnityEngine; +using System; +using System.Collections; + +public class MB3_BoneWeightCopier : MonoBehaviour { + public GameObject inputGameObject; + public GameObject outputPrefab; + public float radius = .01f; + public SkinnedMeshRenderer seamMesh; + public string outputFolder; +} diff --git a/Assets/MeshBaker/scripts/MB3_BoneWeightCopier.cs.meta b/Assets/MeshBaker/scripts/MB3_BoneWeightCopier.cs.meta new file mode 100644 index 0000000..4d80d94 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_BoneWeightCopier.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: e4f7f279433826c4db0bf060ba15c0a1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_BoneWeightCopier.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_Comment.cs b/Assets/MeshBaker/scripts/MB3_Comment.cs new file mode 100644 index 0000000..dca512c --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_Comment.cs @@ -0,0 +1,11 @@ +using UnityEngine; +using System.Collections; + +namespace DigitalOpus.MB.Core +{ + public class MB3_Comment : MonoBehaviour + { + [Multiline] + public string comment; + } +} diff --git a/Assets/MeshBaker/scripts/MB3_Comment.cs.meta b/Assets/MeshBaker/scripts/MB3_Comment.cs.meta new file mode 100644 index 0000000..6361411 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_Comment.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 4154d7f8918b2b24f8079460bf2ec3ed +timeCreated: 1536791543 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_Comment.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_DisableHiddenAnimations.cs b/Assets/MeshBaker/scripts/MB3_DisableHiddenAnimations.cs new file mode 100644 index 0000000..7285388 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_DisableHiddenAnimations.cs @@ -0,0 +1,25 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +public class MB3_DisableHiddenAnimations : MonoBehaviour { + public List animationsToCull = new List(); + + void Start () { + if (GetComponent () == null) { + Debug.LogError ("The MB3_CullHiddenAnimations script was placed on and object " + name + " which has no SkinnedMeshRenderer attached"); + } + } + + void OnBecameVisible(){ + for (int i = 0; i < animationsToCull.Count; i++) { + if (animationsToCull[i] != null) animationsToCull[i].enabled = true; + } + } + + void OnBecameInvisible(){ + for (int i = 0; i < animationsToCull.Count; i++) { + if (animationsToCull[i] != null) animationsToCull[i].enabled = false; + } + } +} diff --git a/Assets/MeshBaker/scripts/MB3_DisableHiddenAnimations.cs.meta b/Assets/MeshBaker/scripts/MB3_DisableHiddenAnimations.cs.meta new file mode 100644 index 0000000..8532d96 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_DisableHiddenAnimations.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 1c48ae3fc24ee5b4db7320b8d0e1d35d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_DisableHiddenAnimations.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_MBVersionConcrete.cs b/Assets/MeshBaker/scripts/MB3_MBVersionConcrete.cs new file mode 100644 index 0000000..0143ad4 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MBVersionConcrete.cs @@ -0,0 +1,835 @@ +/** + * \brief Hax! DLLs cannot interpret preprocessor directives, so this class acts as a "bridge" + */ +using System; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Rendering; + + +#if MB_USING_HDRP && UNITY_2019_3_OR_NEWER + using UnityEngine.Rendering.HighDefinition; +#elif MB_USING_HDRP && UNITY_2018_4_OR_NEWER + using UnityEngine.Experimental.Rendering.HDPipeline; +#endif + +#if MB_USING_ADDRESSABLES +using UnityEngine.AddressableAssets; +using UnityEngine.ResourceManagement.ResourceLocations; +using UnityEngine.ResourceManagement.AsyncOperations; +#endif + +namespace DigitalOpus.MB.Core +{ + public class MBVersionConcrete : MBVersionInterface + { + public string version() + { + return "3.40.1"; + } + + public bool Is_2017_1_OrNewer() + { +#if UNITY_2017_1_OR_NEWER + return true; +#else + return false; +#endif + } + + public bool Is_2018_3_OrNewer() + { +#if UNITY_2018_3_OR_NEWER + return true; +#else + return false; +#endif + } + + public bool GetActive(GameObject go) + { +#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 + return go.active; +#else + return go.activeInHierarchy; +#endif + } + + public void SetActive(GameObject go, bool isActive) + { +#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 + go.active = isActive; +#else + go.SetActive(isActive); +#endif + } + + public void SetActiveRecursively(GameObject go, bool isActive) + { +#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 + go.SetActiveRecursively(isActive); +#else + go.SetActive(isActive); +#endif + } + + public UnityEngine.Object[] FindSceneObjectsOfType(Type t) + { +#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 + return GameObject.FindSceneObjectsOfType(t); +#elif UNITY_2023_1_OR_NEWER + return UnityEngine.Object.FindObjectsByType(t, FindObjectsSortMode.None); +#else + return GameObject.FindObjectsOfType(t); +#endif + } + + /// + /// Some platforms Unity uses a swizzled graphics format. Platforms that support DXT formats. + /// Other platforms unity uses regular formats + /// + public bool IsSwizzledNormalMapPlatform() + { + bool isSupported; +#if UNITY_2023_2_OR_NEWER + GraphicsFormatUsage gfu = GraphicsFormatUsage.Linear; + isSupported = SystemInfo.IsFormatSupported( GraphicsFormat.RGBA_DXT5_SRGB, gfu) || + SystemInfo.IsFormatSupported( GraphicsFormat.RGBA_DXT5_UNorm, gfu) || + SystemInfo.IsFormatSupported( GraphicsFormat.RGBA_DXT1_SRGB, gfu) || + SystemInfo.IsFormatSupported( GraphicsFormat.RGBA_DXT1_UNorm, gfu); +#else + FormatUsage gfu = FormatUsage.Linear; + isSupported = SystemInfo.IsFormatSupported(GraphicsFormat.RGBA_DXT5_SRGB, gfu) || + SystemInfo.IsFormatSupported(GraphicsFormat.RGBA_DXT5_UNorm, gfu) || + SystemInfo.IsFormatSupported(GraphicsFormat.RGBA_DXT1_SRGB, gfu) || + SystemInfo.IsFormatSupported(GraphicsFormat.RGBA_DXT1_UNorm, gfu); +#endif + return isSupported; + } + + public bool IsMaterialKeywordValid(Material mat, string keyword) + { +#if UNITY_2021_2_OR_NEWER + LocalKeywordSpace ks = mat.shader.keywordSpace; + return ks.FindKeyword(keyword).isValid; +#else + // There is no API for checking if a Material has a keyword + return true; +#endif + } + + public void OptimizeMesh(Mesh m) + { +#if UNITY_EDITOR +#if UNITY_2019_1_OR_NEWER + m.Optimize(); +#elif UNITY_5_5_OR_NEWER + // Unity 5.5 to 2018.4 + UnityEditor.MeshUtility.Optimize(m); +#else + // Pre 5.5 + m.Optimize(); +#endif +#endif + } + + + public bool IsRunningAndMeshNotReadWriteable(Mesh m) + { + if (Application.isPlaying) + { +#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 + return false; +#else + return !m.isReadable; +#endif + } + else + { + return false; + } + } + + Vector2 _HALF_UV = new Vector2(.5f, .5f); + public Vector2[] GetMeshUV1s(Mesh m, MB2_LogLevel LOG_LEVEL) + { + Vector2[] uv; +#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5) + uv = m.uv1; + +#else + if (LOG_LEVEL >= MB2_LogLevel.warn) MB2_Log.LogDebug("UV1 does not exist in Unity 5+"); + uv = m.uv; +#endif + if (uv.Length == 0) + { + if (LOG_LEVEL >= MB2_LogLevel.debug) MB2_Log.LogDebug("Mesh " + m + " has no uv1s. Generating"); + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Mesh " + m + " didn't have uv1s. Generating uv1s."); + uv = new Vector2[m.vertexCount]; + for (int i = 0; i < uv.Length; i++) { uv[i] = _HALF_UV; } + } + return uv; + } + + public Vector2[] GetMeshUVChannel(int channel, Mesh m, MB2_LogLevel LOG_LEVEL) + { + Vector2[] uvs = new Vector2[0]; + + switch (channel) + { + case 0: + uvs = m.uv; + break; + case 2: + uvs = m.uv2; + break; + case 3: + uvs = m.uv3; + break; + case 4: + uvs = m.uv4; + break; +#if UNITY_2018_2_OR_NEWER + case 5: + uvs = m.uv5; + break; + case 6: + uvs = m.uv6; + break; + case 7: + uvs = m.uv7; + break; + case 8: + uvs = m.uv8; + break; +#endif + default: + Debug.LogError("Mesh does not have UV channel " + channel); + break; + } + + if (uvs.Length == 0) + { + if (LOG_LEVEL >= MB2_LogLevel.debug) MB2_Log.LogDebug("Mesh " + m + " has no uv" + channel + ". Generating"); + uvs = new Vector2[m.vertexCount]; + for (int i = 0; i < uvs.Length; i++) { uvs[i] = _HALF_UV; } + } + + return uvs; + } + + public void MeshClear(Mesh m, bool t) + { +#if UNITY_3_5 + m.Clear(); +#else + m.Clear(t); +#endif + } + + public void MeshAssignUVChannel(int channel, Mesh m, Vector2[] uvs) + { + switch (channel) + { + case 0: + m.uv = uvs; + break; + case 2: + m.uv2 = uvs; + break; + case 3: + m.uv3 = uvs; + break; + case 4: + m.uv4 = uvs; + break; +#if UNITY_2018_2_OR_NEWER + case 5: + m.uv5 = uvs; + break; + case 6: + m.uv6 = uvs; + break; + case 7: + m.uv7 = uvs; + break; + case 8: + m.uv8 = uvs; + break; +#endif + default: + Debug.LogError("Mesh does not have UV channel " + channel); + break; + } + } + + public Vector4 GetLightmapTilingOffset(Renderer r) + { +#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5) + return r.lightmapTilingOffset ; +#else + return r.lightmapScaleOffset; //r.lightmapScaleOffset ; +#endif + } +#if UNITY_5_OR_NEWER + public Transform[] GetBones(Renderer r, bool isSkinnedMeshWithBones) + { + if (r is SkinnedMeshRenderer) + { + Transform[] bone; + //check if I need to deoptimize + Animator anim = r.GetComponentInParent(); + + if (anim != null) + { + if (anim.hasTransformHierarchy) + { + //nothing to do + } else if (anim.isOptimizable) + { + //Deoptimize + AnimatorUtility.DeoptimizeTransformHierarchy(anim.gameObject); + + } + else + { + Debug.LogError("Could not getBones. Bones optimized but could not create TransformHierarchy."); + return null; + } + bone = ((SkinnedMeshRenderer)r).bones; + //can't deoptimize here because the transforms need to exist for the combined mesh + } else + { + //no Animator component but check to see if bones were optimized on import + bone = ((SkinnedMeshRenderer)r).bones; +#if UNITY_EDITOR + if (bone.Length == 0) + { + Mesh m = ((SkinnedMeshRenderer)r).sharedMesh; + if (m.bindposes.Length != bone.Length) Debug.LogError("SkinnedMesh (" + r.gameObject + ") in the list of objects to combine has no bones. Check that 'optimize game object' is not checked in the 'Rig' tab of the asset importer. Mesh Baker cannot combine optimized skinned meshes because the bones are not available."); + } +#endif + } + return bone; + } + else if (r is MeshRenderer) + { + Transform[] bone = new Transform[1]; + bone[0] = r.transform; + return bone; + } + else { + Debug.LogError("Could not getBones. Object is not a Renderer."); + return null; + } + } +#else + public Transform[] GetBones(Renderer r, bool isSkinnedMeshWithBones) + { + if (isSkinnedMeshWithBones) + { + Transform[] bone = ((SkinnedMeshRenderer)r).bones; +#if UNITY_EDITOR + if (bone.Length == 0) + { + Mesh m = ((SkinnedMeshRenderer)r).sharedMesh; + if (m.bindposes.Length != bone.Length) Debug.LogError("SkinnedMesh (" + r.gameObject + ") in the list of objects to combine has no bones. Check that 'optimize game object' is not checked in the 'Rig' tab of the asset importer. Mesh Baker cannot combine optimized skinned meshes because the bones are not available."); + + if (m.blendShapeCount > 0) + { + // Some skinned meshes have only blend shapes, no bones. + // In this case the SkinneMeshRenderer.transform acts like a bone. + bone = new Transform[1]; + bone[0] = r.transform; + } + } +#endif + return bone; + } + else if (r is MeshRenderer || + (r is SkinnedMeshRenderer && !isSkinnedMeshWithBones)) + { + Transform[] bone = new Transform[1]; + bone[0] = r.transform; + return bone; + } + else + { + Debug.LogError("Could not getBones. Object does not have a renderer"); + return null; + } + } +#endif + + public int GetBlendShapeFrameCount(Mesh m, int shapeIndex) + { +#if UNITY_5_3_OR_NEWER + return m.GetBlendShapeFrameCount(shapeIndex); +#else + return 0; +#endif + } + + public float GetBlendShapeFrameWeight(Mesh m, int shapeIndex, int frameIndex) + { +#if UNITY_5_3_OR_NEWER + return m.GetBlendShapeFrameWeight(shapeIndex, frameIndex); +#else + return 0; +#endif + } + + public void GetBlendShapeFrameVertices(Mesh m, int shapeIndex, int frameIndex, Vector3[] vs, Vector3[] ns, Vector3[] ts) + { +#if UNITY_5_3_OR_NEWER + m.GetBlendShapeFrameVertices(shapeIndex, frameIndex, vs, ns, ts); +#endif + } + + public void ClearBlendShapes(Mesh m) + { +#if UNITY_5_3_OR_NEWER + m.ClearBlendShapes(); +#endif + } + + public void AddBlendShapeFrame(Mesh m, string nm, float wt, Vector3[] vs, Vector3[] ns, Vector3[] ts) + { +#if UNITY_5_3_OR_NEWER + m.AddBlendShapeFrame(nm, wt, vs, ns, ts); +#endif + } + + public int MaxMeshVertexCount() + { +#if UNITY_2017_3_OR_NEWER + return 2147483646; +#else + return 65535; +#endif + } + + public void SetMeshIndexFormatAndClearMesh(Mesh m, int numVerts, bool vertices, bool justClearTriangles) + { +#if UNITY_2017_3_OR_NEWER + if (vertices && numVerts > 65534 && m.indexFormat == UnityEngine.Rendering.IndexFormat.UInt16) + { + MBVersion.MeshClear(m, false); + m.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; + return; + } + else if (vertices && numVerts <= 65534 && m.indexFormat == UnityEngine.Rendering.IndexFormat.UInt32) + { + MBVersion.MeshClear(m, false); + m.indexFormat = UnityEngine.Rendering.IndexFormat.UInt16; + return; + } +#endif + if (justClearTriangles) + { + MBVersion.MeshClear(m, true); //clear just triangles + } + else + {//clear all the data and start with a blank mesh + MBVersion.MeshClear(m, false); + } + } + + public bool GraphicsUVStartsAtTop() + { +#if UNITY_2023_2_OR_NEWER + return false; +#elif UNITY_2017_1_OR_NEWER + return SystemInfo.graphicsUVStartsAtTop; +#else + if (SystemInfo.graphicsDeviceVersion.Contains("metal")) + { + return false; + } + else + { + // "opengl es, direct3d" + return true; + } +#endif + } + + /// + /// Prior to Unity 2022.1 this is not available + /// + public bool IsTexture_sRGBgammaCorrected(Texture2D tex, bool hint) + { +#if UNITY_2022_2_OR_NEWER + return tex.isDataSRGB; +#else + return hint; +#endif + } + + public bool IsTextureReadable(Texture2D tex) + { +#if UNITY_2018_3_OR_NEWER + return tex.isReadable; +#else + try + { + tex.GetPixel(0, 0); + return true; + } + catch + { + return false; + } +#endif + } + + public float GetScaleInLightmap(MeshRenderer r) + { +#if UNITY_EDITOR && UNITY_2019_3_OR_NEWER + if (r == null) return 1f; + else return r.scaleInLightmap; +#else + return 1f; +#endif + } + + public bool CollectPropertyNames(List texPropertyNames, ShaderTextureProperty[] shaderTexPropertyNames, List _customShaderPropNames, Material resultMaterial, MB2_LogLevel LOG_LEVEL) + { +#if UNITY_2019_3_OR_NEWER + // 2018.2 and up + // Collect the property names from the shader + // Check with the lists of property names to flag which ones are normal maps. + if (resultMaterial != null && resultMaterial.shader != null) + { + Shader s = resultMaterial.shader; + + for (int i = 0; i < s.GetPropertyCount(); i++) + { + if (s.GetPropertyType(i) == UnityEngine.Rendering.ShaderPropertyType.Texture) + { + string matPropName = s.GetPropertyName(i); + if (resultMaterial.GetTextureOffset(matPropName) != new Vector2(0f, 0f)) + { + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material has non-zero offset for property " + matPropName + ". This is probably incorrect."); + } + + if (resultMaterial.GetTextureScale(matPropName) != new Vector2(1f, 1f)) + { + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material should probably have tiling of 1,1 for propert " + matPropName); + } + + ShaderTextureProperty pn = null; + // We need to know if the property is a normal map or not. + // first check the list of default names + for (int defaultIdx = 0; defaultIdx < shaderTexPropertyNames.Length; defaultIdx++) + { + if (shaderTexPropertyNames[defaultIdx].name == matPropName) + { + pn = new ShaderTextureProperty(matPropName, + shaderTexPropertyNames[defaultIdx].isNormalMap, + shaderTexPropertyNames[defaultIdx].isGammaCorrected, + shaderTexPropertyNames[defaultIdx].isNormalDontKnow + ); + } + } + + // now check the list of custom property names + for (int custPropIdx = 0; custPropIdx < _customShaderPropNames.Count; custPropIdx++) + { + if (_customShaderPropNames[custPropIdx].name == matPropName) + { + pn = new ShaderTextureProperty(matPropName, + _customShaderPropNames[custPropIdx].isNormalMap, + _customShaderPropNames[custPropIdx].isGammaCorrected, + _customShaderPropNames[custPropIdx].isNormalDontKnow); + } + } + + if (pn == null) + { + pn = new ShaderTextureProperty(matPropName, false, true, true); + } + + texPropertyNames.Add(pn); + } + } + + // If using URP or HDRP AND using a prepackaged pipeline shader AND both _BaseMap and _MainTex are present, get rid of _MainTex since its essentially a duplicate of _BaseMap + MBVersion.PipelineType pipelineType = DetectPipeline(); + int _MainTexIndex = texPropertyNames.FindIndex(pn => pn.name.Equals("_MainTex")); + if (pipelineType == MBVersion.PipelineType.URP && s.name.StartsWith("Universal Render Pipeline/") && _MainTexIndex != -1 && texPropertyNames.FindIndex(pn => pn.name.Equals("_BaseMap")) != -1) + { + texPropertyNames.RemoveAt(_MainTexIndex); + //Debug.Log("Removed _MainTex"); + } + // HDRP uses _BaseColorMap instead of _BaseMap but same idea + else if (pipelineType == MBVersion.PipelineType.HDRP && s.name.StartsWith("HDRP/") && _MainTexIndex != -1 && texPropertyNames.FindIndex(pn => pn.name.Equals("_BaseColorMap")) != -1) + { + texPropertyNames.RemoveAt(_MainTexIndex); + //Debug.Log("Removed _MainTex"); + } + } + + return true; +#elif UNITY_2018_3_OR_NEWER + // 2018.2 and up + // Collect the property names from the material + // Check with the lists of property names to flag which ones are normal maps. + string[] matPropertyNames = resultMaterial.GetTexturePropertyNames(); + for (int matIdx = 0; matIdx < matPropertyNames.Length; matIdx++) + { + string matPropName = matPropertyNames[matIdx]; + if (resultMaterial.GetTextureOffset(matPropName) != new Vector2(0f, 0f)) + { + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material has non-zero offset for property " + matPropName + ". This is probably incorrect."); + } + + if (resultMaterial.GetTextureScale(matPropName) != new Vector2(1f, 1f)) + { + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material should probably have tiling of 1,1 for propert " + matPropName); + } + + ShaderTextureProperty pn = null; + // We need to know if the property is a normal map or not. + // first check the list of default names + for (int defaultIdx = 0; defaultIdx < shaderTexPropertyNames.Length; defaultIdx++) + { + if (shaderTexPropertyNames[defaultIdx].name == matPropName) + { + pn = new ShaderTextureProperty(matPropName, shaderTexPropertyNames[defaultIdx].isNormalMap); + } + } + + // now check the list of custom property names + for (int custPropIdx = 0; custPropIdx < _customShaderPropNames.Count; custPropIdx++) + { + if (_customShaderPropNames[custPropIdx].name == matPropName) + { + pn = new ShaderTextureProperty(matPropName, _customShaderPropNames[custPropIdx].isNormalMap); + } + } + + if (pn == null) + { + pn = new ShaderTextureProperty(matPropName, false, true); + } + + texPropertyNames.Add(pn); + } + + return true; +#else + { // Pre 2018.2, doesn't have API for querying material for property names. + //Collect the property names for the textures + string shaderPropStr = ""; + for (int i = 0; i < shaderTexPropertyNames.Length; i++) + { + if (resultMaterial.HasProperty(shaderTexPropertyNames[i].name)) + { + shaderPropStr += ", " + shaderTexPropertyNames[i].name; + if (!texPropertyNames.Contains(shaderTexPropertyNames[i])) texPropertyNames.Add(shaderTexPropertyNames[i]); + if (resultMaterial.GetTextureOffset(shaderTexPropertyNames[i].name) != new Vector2(0f, 0f)) + { + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material has non-zero offset. This is may be incorrect."); + } + if (resultMaterial.GetTextureScale(shaderTexPropertyNames[i].name) != new Vector2(1f, 1f)) + { + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material should have tiling of 1,1"); + } + } + } + + for (int i = 0; i < _customShaderPropNames.Count; i++) + { + if (resultMaterial.HasProperty(_customShaderPropNames[i].name)) + { + shaderPropStr += ", " + _customShaderPropNames[i].name; + texPropertyNames.Add(_customShaderPropNames[i]); + if (resultMaterial.GetTextureOffset(_customShaderPropNames[i].name) != new Vector2(0f, 0f)) + { + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material has non-zero offset. This is probably incorrect."); + } + if (resultMaterial.GetTextureScale(_customShaderPropNames[i].name) != new Vector2(1f, 1f)) + { + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material should probably have tiling of 1,1."); + } + } + else + { + if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material shader does not use property " + _customShaderPropNames[i].name + " in the list of custom shader property names"); + } + } + } + return true; +#endif + } + + public void DoSpecialRenderPipeline_TexturePackerFastSetup(GameObject cameraGameObject) + { +#if MB_USING_HDRP && UNITY_2018_4_OR_NEWER + MBVersion.PipelineType pipelineType = DetectPipeline(); + if (pipelineType != MBVersion.PipelineType.HDRP) + { + Debug.LogError("The 'PlayerSettings -> Other Settings -> Scripting Define Symbols' included the symbol 'MB_USING_HDRP' which should only be used " + + "if the GraphicsSettings -> Render Pipeline Asset is HDRenderPipelineAsset. The Render Pipeline Asset is NOT HDRenderPipelineAsset. Please " + + " remove the symbol MB_USING_HDRP from PlayerSettings -> Other Settings -> Scripting Define Symbols"); + } + + HDAdditionalCameraData acd = cameraGameObject.GetComponent(); + if (acd == null) + { + acd = cameraGameObject.AddComponent(); + } + + acd.volumeLayerMask = LayerMask.GetMask("UI"); +#endif + } + + public ColorSpace GetProjectColorSpace() + { +#if UNITY_EDITOR + if (Application.isEditor) + { + return UnityEditor.PlayerSettings.colorSpace; + } +#endif + if (QualitySettings.desiredColorSpace != QualitySettings.activeColorSpace) + { + Debug.LogError("The active color space (" + QualitySettings.activeColorSpace + ") is not the desired color space (" + QualitySettings.desiredColorSpace + "). Baked atlases may be off."); + } + + return QualitySettings.activeColorSpace; + } + + public MBVersion.PipelineType DetectPipeline() + { +#if UNITY_2019_1_OR_NEWER + var rp = UnityEngine.Rendering.GraphicsSettings.defaultRenderPipeline; + +#if UNITY_2021_3_OR_NEWER + // Check if there is an override for this quality level + rp = QualitySettings.renderPipeline != null ? QualitySettings.renderPipeline : rp; +#endif + + if (rp != null) + { + // SRP + var srpType = rp.GetType().ToString(); + if (srpType.Contains("HDRenderPipelineAsset")) + { + return MBVersion.PipelineType.HDRP; + } + else if (srpType.Contains("UniversalRenderPipelineAsset") || srpType.Contains("LightweightRenderPipelineAsset")) + { + return MBVersion.PipelineType.URP; + } + else return MBVersion.PipelineType.Unsupported; + } +#elif UNITY_2017_1_OR_NEWER + if (UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset != null) { + // SRP not supported before 2019 + return MBVersion.PipelineType.Unsupported; + } +#endif + // no SRP + return MBVersion.PipelineType.Default; + } + + public string UnescapeURL(string url) + { +#if UNITY_2017_3_OR_NEWER + return UnityEngine.Networking.UnityWebRequest.UnEscapeURL(url); +#else + // Not correct but not going to spend a lot of effort writing custom + // code for versions of Unity soon to be depricated. + return url; +#endif + } + + public IEnumerator FindRuntimeMaterialsFromAddresses(MB2_TextureBakeResults texBakeResult, MB2_TextureBakeResults.CoroutineResult isComplete) + { +#if MB_USING_ADDRESSABLES + Debug.LogError("Currently the runtimeMaterial is not used. This may change in the future."); + /* + if (!Application.isPlaying) + { + Debug.LogError("FindRuntimeMaterialsFromAddresses is a coroutine. It is only necessary to use this at runtime."); + yield break; + } + + // Find a distinct set of addressable keys from the TextureBakeResult. + List distinctMats = new List(); + for (int i = 0; i < texBakeResult.materialsAndUVRects.Length; i++) + { + int idx = distinctMats.FindIndex(0, distinctMats.Count, x => x.material == texBakeResult.materialsAndUVRects[i].material); + if (idx == -1) + { + distinctMats.Add(texBakeResult.materialsAndUVRects[i]); + idx = distinctMats.Count - 1; + } + } + + List keys = new List(); + for (int i = 0; i < distinctMats.Count; i++) + { + if (distinctMats[i].matAddressablesPKey != null && distinctMats[i].matAddressablesPKey != "") + keys.Add(distinctMats[i].matAddressablesPKey); + } + + // Look up the locations for these keys. + AsyncOperationHandle> locations = Addressables.LoadResourceLocationsAsync((IEnumerable) keys, Addressables.MergeMode.Union, typeof(Material)); + yield return locations; + + // Look up the materials for these locations. + Dictionary address_2_material_map = new Dictionary(); + int numCalled = 0; + foreach (IResourceLocation location in locations.Result) + { + AsyncOperationHandle handle = + Addressables.LoadAssetAsync(location); + handle.Completed += obj => address_2_material_map.Add(location.PrimaryKey, obj.Result); + yield return handle; + numCalled++; + } + + // Assign the found materials to the TextureBakeResult. + int numRuntimeMatsMapped = 0; + for (int i = 0; i < texBakeResult.materialsAndUVRects.Length; i++) + { + if (address_2_material_map.ContainsKey(texBakeResult.materialsAndUVRects[i].matAddressablesPKey)) + { + texBakeResult.materialsAndUVRects[i].runtimeMaterial = address_2_material_map[texBakeResult.materialsAndUVRects[i].matAddressablesPKey]; + numRuntimeMatsMapped++; + } + } + */ + + isComplete.isComplete = true; + yield break; +#else + if (!Application.isPlaying) Debug.LogError("FindRuntimeMaterialsFromAddresses is a coroutine. It is only necessary to use this at runtime."); + Debug.LogError("The MB_USING_ADDRESSABLES define was not set in PlayerSettings -> Script Define Symbols. If you are using addressables and you want to use this method, that must be set."); + isComplete.isComplete = true; + yield break; +#endif + } + + public bool IsAssetInProject(UnityEngine.Object target) + { +#if UNITY_EDITOR + if (UnityEditor.AssetDatabase.Contains(target)) + { + return true; + } + else + { + return false; + } +#else + return false; +#endif + } + } +} \ No newline at end of file diff --git a/Assets/MeshBaker/scripts/MB3_MBVersionConcrete.cs.meta b/Assets/MeshBaker/scripts/MB3_MBVersionConcrete.cs.meta new file mode 100644 index 0000000..d65c08e --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MBVersionConcrete.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 1f1719ea9a4347c4799756ac016a69e3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_MBVersionConcrete.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_MeshBaker.cs b/Assets/MeshBaker/scripts/MB3_MeshBaker.cs new file mode 100644 index 0000000..1712c3b --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MeshBaker.cs @@ -0,0 +1,132 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.Collections.Specialized; +using System; +using System.Collections.Generic; +using System.Text; +using DigitalOpus.MB.Core; +using System.Text.RegularExpressions; + +/// +/// Component that manages a single combined mesh. +/// +/// This class is a Component. It must be added to a GameObject to use it. It is a wrapper for MB2_MeshCombiner which contains the same functionality but is not a component +/// so it can be instantiated like a normal class. +/// +public class MB3_MeshBaker : MB3_MeshBakerCommon { + + [SerializeField] protected MB3_MeshCombinerSingle _meshCombiner = new MB3_MeshCombinerSingle(); + + // [ContextMenu("Print Timings")] + public void PrintTimings() + { + double db_showHideGameObjects = 0; + double db_addDeleteGameObjects = 0; + + double db_addDeleteGameObjects_InitFromMeshCombiner = 0; + double db_addDeleteGameObjects_Init = 0; + double db_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers = 0; + double db_addDeleteGameObjects_CopyFromDGOMeshToBuffers = 0; + double db_addDeleteGameObjects_CollectMeshData = 0; + + double db_addDeleteGameObjects_CollectMeshData_a = 0; + double db_addDeleteGameObjects_CollectMeshData_b = 0; + double db_addDeleteGameObjects_CollectMeshData_c = 0; + + double db_apply = 0; + double db_applyShowHide = 0; + double db_updateGameObjects = 0; + + { + MB3_MeshCombinerSingle c = _meshCombiner; + + db_showHideGameObjects += c.db_showHideGameObjects.Elapsed.TotalSeconds; + db_addDeleteGameObjects += c.db_addDeleteGameObjects.Elapsed.TotalSeconds; + + db_addDeleteGameObjects_CollectMeshData += c.db_addDeleteGameObjects_CollectMeshData.Elapsed.TotalSeconds; + + db_addDeleteGameObjects_CollectMeshData_a += c.db_addDeleteGameObjects_CollectMeshData_a.Elapsed.TotalSeconds; + db_addDeleteGameObjects_CollectMeshData_b += c.db_addDeleteGameObjects_CollectMeshData_b.Elapsed.TotalSeconds; + db_addDeleteGameObjects_CollectMeshData_c += c.db_addDeleteGameObjects_CollectMeshData_c.Elapsed.TotalSeconds; + + db_addDeleteGameObjects_InitFromMeshCombiner += c.db_addDeleteGameObjects_InitFromMeshCombiner.Elapsed.TotalSeconds; + db_addDeleteGameObjects_Init += c.db_addDeleteGameObjects_Init.Elapsed.TotalSeconds; + db_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers += c.db_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers.Elapsed.TotalSeconds; + db_addDeleteGameObjects_CopyFromDGOMeshToBuffers += c.db_addDeleteGameObjects_CopyFromDGOMeshToBuffers.Elapsed.TotalSeconds; + + db_apply += c.db_apply.Elapsed.TotalSeconds; + db_applyShowHide += c.db_applyShowHide.Elapsed.TotalSeconds; + db_updateGameObjects += c.db_updateGameObjects.Elapsed.TotalSeconds; + } + + System.Text.StringBuilder sb = new System.Text.StringBuilder(); + sb.AppendLine("Timings " + (_meshCombiner.settings.meshAPI == MB_MeshCombineAPIType.betaNativeArrayAPI ? " newMeshAPI " : " oldMeshAPI")); + sb.AppendLine("db_showHideGameObjects\t" + db_showHideGameObjects); + sb.AppendLine("db_addDeleteGameObjects\t" + db_addDeleteGameObjects); + + sb.AppendLine("\t\tdb_addDeleteGameObjects_CollectMeshData\t" + db_addDeleteGameObjects_CollectMeshData); + + sb.AppendLine("\t\tdb_addDeleteGameObjects_CollectMeshDataA\t\t" + db_addDeleteGameObjects_CollectMeshData_a); + sb.AppendLine("\t\tdb_addDeleteGameObjects_CollectMeshDataB\t\t" + db_addDeleteGameObjects_CollectMeshData_b); + sb.AppendLine("\t\tdb_addDeleteGameObjects_CollectMeshDataC\t\t" + db_addDeleteGameObjects_CollectMeshData_c); + + sb.AppendLine("\t\tdb_addDeleteGameObjects_InitFromMeshCombiner\t" + db_addDeleteGameObjects_InitFromMeshCombiner); + sb.AppendLine("\t\tdb_addDeleteGameObjects_Init\t" + db_addDeleteGameObjects_Init); + sb.AppendLine("\t\tdb_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers\t" + db_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers); + sb.AppendLine("\t\tdb_addDeleteGameObjects_CopyFromDGOMeshToBuffers\t" + db_addDeleteGameObjects_CopyFromDGOMeshToBuffers); + + sb.AppendLine("\t\tdb_addDeleteGameObjects_CollectMeshData tdb_addDeleteGameObjects_CollectMeshData "); + //sb.AppendLine("\t\t\t\t MeshChannelsCache_NativeArray.db_AA\t" + MeshChannelsCache_NativeArray.db_AA); + //sb.AppendLine("\t\t\t\t MeshChannelsCache_NativeArray.db_BB\t" + MeshChannelsCache_NativeArray.db_BB); + //sb.AppendLine("\t\t\t\t MeshChannelsCache_NativeArray.db_CC\t" + MeshChannelsCache_NativeArray.db_CC); + //sb.AppendLine("\t\t\t\t MeshChannelsCache_NativeArray.db_DD\t" + MeshChannelsCache_NativeArray.db_DD); + + + sb.AppendLine("db_apply\t" + db_apply); + sb.AppendLine("db_applyShowHide\t" + db_applyShowHide); + sb.AppendLine("db_updateGameObjects\t" + db_updateGameObjects); + Debug.Log(sb.ToString()); + } + + public override MB3_MeshCombiner meshCombiner{ + get{return _meshCombiner;} + } + + public void BuildSceneMeshObject(){ + _meshCombiner.BuildSceneMeshObject(); + } + + public virtual bool ShowHide(GameObject[] gos, GameObject[] deleteGOs){ + return _meshCombiner.ShowHideGameObjects(gos, deleteGOs); + } + + public virtual void ApplyShowHide(){ + _meshCombiner.ApplyShowHide(); + } + + public override bool AddDeleteGameObjects(GameObject[] gos, GameObject[] deleteGOs, bool disableRendererInSource){ + UpgradeToCurrentVersionIfNecessary(); + // if ((_meshCombiner.outputOption == MB2_OutputOptions.bakeIntoSceneObject || (_meshCombiner.outputOption == MB2_OutputOptions.bakeIntoPrefab && _meshCombiner.renderType == MB_RenderType.skinnedMeshRenderer) )) BuildSceneMeshObject(); + _meshCombiner.name = name + "-mesh"; + return _meshCombiner.AddDeleteGameObjects(gos,deleteGOs,disableRendererInSource); + } + + public override bool AddDeleteGameObjectsByID(GameObject[] gos, int[] deleteGOinstanceIDs, bool disableRendererInSource){ + UpgradeToCurrentVersionIfNecessary(); + // if ((_meshCombiner.outputOption == MB2_OutputOptions.bakeIntoSceneObject || (_meshCombiner.outputOption == MB2_OutputOptions.bakeIntoPrefab && _meshCombiner.renderType == MB_RenderType.skinnedMeshRenderer) )) BuildSceneMeshObject(); + _meshCombiner.name = name + "-mesh"; + return _meshCombiner.AddDeleteGameObjectsByID(gos,deleteGOinstanceIDs,disableRendererInSource); + } + + public void OnDestroy() + { + if (meshCombiner != null) + { + meshCombiner.Dispose(); + } + } +} diff --git a/Assets/MeshBaker/scripts/MB3_MeshBaker.cs.meta b/Assets/MeshBaker/scripts/MB3_MeshBaker.cs.meta new file mode 100644 index 0000000..8b4d1aa --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MeshBaker.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 2fb2e0d8bc810bb48b63c91af80d5f17 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_MeshBaker.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_MeshBakerCommon.cs b/Assets/MeshBaker/scripts/MB3_MeshBakerCommon.cs new file mode 100644 index 0000000..8e3779e --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MeshBakerCommon.cs @@ -0,0 +1,518 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.Collections.Specialized; +using System; +using System.Collections.Generic; +using System.Text; +using DigitalOpus.MB.Core; + + +/// +/// Maps a list of source materials to a combined material. Included in MB2_TextureBakeResults +/// + + +/// +/// Abstract root of the mesh combining classes +/// +public abstract class MB3_MeshBakerCommon : MB3_MeshBakerRoot +{ + public static int VERSION { get { return 100; } } + + public int version; + + //todo should be list of +#if UNITY_2020_2_OR_NEWER + [NonReorderable] //see MB-136 for why this is here +#endif + public List objsToMesh; + + public abstract MB3_MeshCombiner meshCombiner + { + get; + } + + public bool useObjsToMeshFromTexBaker = true; + + [UnityEngine.Serialization.FormerlySerializedAs("clearBuffersAfterBake")] + [SerializeField] + [HideInInspector] + private bool _clearBuffersAfterBake; + public bool clearBuffersAfterBake + { + // At version 100 we moved the MeshBakerCommon.clearBuffersAfterBake field into the meshCombiner.clearBuffersAfterBaker field. + // This is complicated because the field is serialized in many scenes. We use the UpgradeToCurrentVersion system to do one time copy + // This value. + get + { + if (version < 100) + { + UpgradeToCurrentVersionIfNecessary(); + return _clearBuffersAfterBake; + } + else + { + Debug.LogError("MeshBaker.clearBuffersAfterBake is deprecated, use the meshCombiner.clearBuffersAfterBake field"); + return meshCombiner.clearBuffersAfterBake; + } + } + set + { + if (version < 100) + { + UpgradeToCurrentVersionIfNecessary(); + _clearBuffersAfterBake = value; + } + else + { + Debug.LogError("MeshBaker.clearBuffersAfterBake is deprecated, use the meshCombiner.clearBuffersAfterBake field"); + meshCombiner.clearBuffersAfterBake = value; + } + } + } + + //t0do put this in the batch baker + public string bakeAssetsInPlaceFolderPath; + + [HideInInspector] public GameObject resultPrefab; + + /// + /// If checked then an instance will be left in the scene after baking. Otherwise scene instance will be deleted after prefab is baked. + /// + [HideInInspector] public bool resultPrefabLeaveInstanceInSceneAfterBake; + + /// + /// Optional, combined mesh renderers will be children of this object if it exists. + /// + [HideInInspector] public Transform parentSceneObject; + + /// + /// Used to + /// + public void UpgradeToCurrentVersionIfNecessary() + { + if (version == VERSION) return; + if (version < 100) + { + // At version == 100 we deprecated the MeshBaker.clearBuffersAfterBake field. + // We use the field in the meshCombiner.clearBuffersAfterBake. + meshCombiner.clearBuffersAfterBake = _clearBuffersAfterBake; +#if UNITY_EDITOR + UnityEditor.EditorUtility.SetDirty(this); +#endif + } + + version = VERSION; + } + +#if UNITY_EDITOR + [ContextMenu("Create Mesh Baker Settings Asset")] + public void CreateMeshBakerSettingsAsset() + { + string newFilePath = UnityEditor.EditorUtility.SaveFilePanelInProject("New Mesh Baker Settings", "MeshBakerSettings", "asset", "Create a new Mesh Baker Settings Asset"); + if (newFilePath != null) + { + MB3_MeshCombinerSettings asset = ScriptableObject.CreateInstance(); + UnityEditor.AssetDatabase.CreateAsset(asset, newFilePath); + } + } + + [ContextMenu("Copy settings from Shared Settings")] + public void CopyMySettingsToAssignedSettingsAsset() + { + if (meshCombiner.settingsHolder == null) + { + Debug.LogError("No Shared Settings Asset Assigned."); + return; + } + + UnityEditor.Undo.RecordObject(this, "Undo copy settings"); + _CopySettings(meshCombiner.settingsHolder.GetMeshBakerSettings(), meshCombiner); + Debug.Log("Copied settings from assigned Shared Settings to this Mesh Baker."); + UnityEditor.EditorUtility.SetDirty(this); + } + + [ContextMenu("Copy settings to Shared Settings")] + public void CopyAssignedSettingsAssetToMySettings() + { + if (meshCombiner.settingsHolder == null) + { + Debug.LogError("No Shared Settings Asset Assigned."); + return; + } + + if (meshCombiner.settingsHolder is UnityEngine.Object) UnityEditor.Undo.RecordObject((UnityEngine.Object)meshCombiner.settingsHolder, "Undo copy settings"); + _CopySettings(meshCombiner, meshCombiner.settingsHolder.GetMeshBakerSettings()); + Debug.Log("Copied settings from this Mesh Baker to the assigned Shared Settings asset."); + if (meshCombiner.settingsHolder is UnityEngine.Object) UnityEditor.EditorUtility.SetDirty((UnityEngine.Object)meshCombiner.settingsHolder); + } + + void _CopySettings(MB_IMeshBakerSettings src, MB_IMeshBakerSettings targ) + { + targ.clearBuffersAfterBake = src.clearBuffersAfterBake; + targ.doBlendShapes = src.doBlendShapes; + targ.doCol = src.doCol; + targ.doNorm = src.doNorm; + targ.doTan = src.doTan; + targ.doUV = src.doUV; + targ.doUV3 = src.doUV3; + targ.doUV4 = src.doUV4; + targ.doUV5 = src.doUV5; + targ.doUV6 = src.doUV6; + targ.doUV7 = src.doUV7; + targ.doUV8 = src.doUV8; + targ.optimizeAfterBake = src.optimizeAfterBake; + targ.pivotLocationType = src.pivotLocationType; + targ.lightmapOption = src.lightmapOption; + targ.renderType = src.renderType; + targ.uv2UnwrappingParamsHardAngle = src.uv2UnwrappingParamsHardAngle; + targ.uv2UnwrappingParamsPackMargin = src.uv2UnwrappingParamsPackMargin; + } +#endif + + public override MB2_TextureBakeResults textureBakeResults + { + get { return meshCombiner.textureBakeResults; } + set { meshCombiner.textureBakeResults = value; } + } + + public override List GetObjectsToCombine() + { + if (useObjsToMeshFromTexBaker) + { + MB3_TextureBaker tb = gameObject.GetComponent(); + if (tb == null && gameObject.transform.parent != null) tb = gameObject.transform.parent.GetComponent(); + if (tb != null) + { + return tb.GetObjectsToCombine(); + } + else + { + Debug.LogWarning("Use Objects To Mesh From Texture Baker was checked but no texture baker"); + return new List(); + } + } + else + { + if (objsToMesh == null) objsToMesh = new List(); + if (objsToMesh.Count == 1 && objsToMesh[0] == null) objsToMesh.Clear(); + return objsToMesh; + } + } + + [ContextMenu("Purge Objects to Combine of null references")] + public override void PurgeNullsFromObjectsToCombine() + { + if (useObjsToMeshFromTexBaker) + { + MB3_TextureBaker tb = gameObject.GetComponent(); + if (tb == null && gameObject.transform.parent != null) + { + tb = gameObject.transform.parent.GetComponent(); + } + if (tb != null) + { + tb.PurgeNullsFromObjectsToCombine(); + } + else + { + Debug.LogWarning("Use Objects To Mesh From Texture Baker was checked but no texture baker, could not purge"); + } + } + else + { + if (objsToMesh == null) + { + objsToMesh = new List(); + } + Debug.Log(string.Format("Purged {0} null references from objects to combine list.", objsToMesh.RemoveAll(obj => obj == null))); + } + } + + public void EnableDisableSourceObjectRenderers(bool show) + { + for (int i = 0; i < GetObjectsToCombine().Count; i++) + { + GameObject go = GetObjectsToCombine()[i]; + if (go != null) + { + Renderer mr = MB_Utility.GetRenderer(go); + if (mr != null) + { + mr.enabled = show; + } + + LODGroup lodG = mr.GetComponentInParent(); + if (lodG != null) + { + bool isOnlyInGroup = true; + LOD[] lods = lodG.GetLODs(); + for (int j = 0; j < lods.Length; j++) + { + for (int k = 0; k < lods[j].renderers.Length; k++) + { + if (lods[j].renderers[k] != mr) + { + isOnlyInGroup = false; + break; + } + } + } + + if (isOnlyInGroup) + { + lodG.enabled = show; + } + } + } + } + } + + /// + /// Clears the meshs and mesh related data but does not destroy it. + /// + public virtual void ClearMesh() + { + UpgradeToCurrentVersionIfNecessary(); + meshCombiner.ClearMesh(); + } + + public virtual void ClearMesh(MB2_EditorMethodsInterface editorMethods) + { + UpgradeToCurrentVersionIfNecessary(); + meshCombiner.ClearMesh(editorMethods); + } + + /// + /// Clears and desroys the mesh. Clears mesh related data. + /// + public virtual void DestroyMesh() + { + UpgradeToCurrentVersionIfNecessary(); + meshCombiner.DestroyMesh(); + } + + public virtual void DestroyMeshEditor(MB2_EditorMethodsInterface editorMethods) + { + meshCombiner.DestroyMeshEditor(editorMethods); + } + + public virtual int GetNumObjectsInCombined() + { + return meshCombiner.GetNumObjectsInCombined(); + } + + /// + /// Gets the texture baker on this component or its parent if it exists + /// + /// The texture baker. + public MB3_TextureBaker GetTextureBaker() + { + MB3_TextureBaker tb = GetComponent(); + if (tb != null) return tb; + if (transform.parent != null && gameObject.transform.parent != null) return transform.parent.GetComponent(); + return null; + } + + /// + /// Adds and deletes objects from the combined mesh. gos and deleteGOs can be null. + /// You need to call Apply or ApplyAll to see the changes. + /// objects in gos must not include objects already in the combined mesh. + /// objects in gos and deleteGOs must be the game objects with a Renderer component + /// This method is slow, so should be called as infrequently as possible. + /// + /// + /// The first generated combined mesh + /// + /// + /// gos. Array of objects to add to the combined mesh. Array can be null. Must not include objects + /// already in the combined mesh. Array must contain game objects with a render component. + /// + /// + /// deleteGOs. Array of objects to delete from the combined mesh. Array can be null. + /// + /// + /// Disable renderer component on objects in gos after they have been added to the combined mesh. + /// + /// + /// Whether to fix out of bounds UVs in meshes as they are being added. This paramater should be set to the same as the combined material. + /// + /// + public abstract bool AddDeleteGameObjects(GameObject[] gos, GameObject[] deleteGOs, bool disableRendererInSource = true); + + /// + /// This is the best version to use for deleting game objects since the source GameObjects may have been destroyed + /// Internaly Mesh Baker only stores the instanceID for Game Objects, so objects can be removed after they have been destroyed + /// + public abstract bool AddDeleteGameObjectsByID(GameObject[] gos, int[] deleteGOinstanceIDs, bool disableRendererInSource = true); + + /// + /// Apply changes to the mesh. All channels set in this instance will be set in the combined mesh. + /// + public virtual bool Apply(MB3_MeshCombiner.GenerateUV2Delegate uv2GenerationMethod = null) + { + UpgradeToCurrentVersionIfNecessary(); + meshCombiner.name = name + "-mesh"; + bool success = meshCombiner.Apply(uv2GenerationMethod); + if (parentSceneObject != null && meshCombiner.resultSceneObject != null) + { + meshCombiner.resultSceneObject.transform.parent = parentSceneObject; + } + + return success; + } + + /// + /// Applys the changes to flagged properties of the mesh. This method is slow, and should only be called once per frame. The speed is directly proportional to the number of flags that are true. Only apply necessary properties. + /// + public virtual bool Apply(bool triangles, + bool vertices, + bool normals, + bool tangents, + bool uvs, + bool uv2, + bool uv3, + bool uv4, + bool colors, + bool bones = false, + bool blendShapesFlag = false, + MB3_MeshCombiner.GenerateUV2Delegate uv2GenerationMethod = null) + { + UpgradeToCurrentVersionIfNecessary(); + meshCombiner.name = name + "-mesh"; + bool success = meshCombiner.Apply(triangles, vertices, normals, tangents, uvs, uv2, uv3, uv4, colors, bones, blendShapesFlag, uv2GenerationMethod); + if (parentSceneObject != null && meshCombiner.resultSceneObject != null) + { + meshCombiner.resultSceneObject.transform.parent = parentSceneObject; + } + + return success; + } + + public virtual bool CombinedMeshContains(GameObject go) + { + return meshCombiner.CombinedMeshContains(go); + } + + /// + /// Updates the data in the combined mesh for meshes that are already in the combined mesh. + /// This is faster than adding and removing a mesh and has a much lower memory footprint. + /// This method can only be used if the meshes being updated have the same layout(number of + /// vertices, triangles, submeshes). + /// This is faster than removing and re-adding + /// For efficiency update as few channels as possible. + /// Apply must be called to apply the changes to the combined mesh + /// + public virtual bool UpdateGameObjects(GameObject[] gos) + { + UpgradeToCurrentVersionIfNecessary(); + meshCombiner.name = name + "-mesh"; + return meshCombiner.UpdateGameObjects(gos, true, true, true, true, true, + false, false, false, false, false, false, false, false, false); + } + + /// + /// Updates the data in the combined mesh for meshes that are already in the combined mesh. + /// This is faster than adding and removing a mesh and has a much lower memory footprint. + /// This method can only be used if the meshes being updated have the same layout(number of + /// vertices, triangles, submeshes). + /// This is faster than removing and re-adding + /// For efficiency update as few channels as possible. + /// Apply must be called to apply the changes to the combined mesh + /// + public virtual bool UpdateGameObjects(GameObject[] gos, bool updateBounds) + { + UpgradeToCurrentVersionIfNecessary(); + meshCombiner.name = name + "-mesh"; + return meshCombiner.UpdateGameObjects(gos, true, true, true, true, true, + false, false, false, false, false, false, false, false, false); + } + + /// + /// Updates the data in the combined mesh for meshes that are already in the combined mesh. + /// This is faster than adding and removing a mesh and has a much lower memory footprint. + /// This method can only be used if the meshes being updated have the same layout(number of + /// vertices, triangles, submeshes). + /// This is faster than removing and re-adding + /// For efficiency update as few channels as possible. + /// Apply must be called to apply the changes to the combined mesh + /// + public virtual bool UpdateGameObjects(GameObject[] gos, bool recalcBounds, bool updateVertices, bool updateNormals, bool updateTangents, + bool updateUV, bool updateUV1, bool updateUV2, + bool updateColors, bool updateSkinningInfo) + { + UpgradeToCurrentVersionIfNecessary(); + meshCombiner.name = name + "-mesh"; + return meshCombiner.UpdateGameObjects(gos, recalcBounds, updateVertices, updateNormals, updateTangents, updateUV, updateUV2, false, false, updateColors, updateSkinningInfo); + } + + /// + /// Updates the data in the combined mesh for meshes that are already in the combined mesh. + /// This is faster than adding and removing a mesh and has a much lower memory footprint. + /// This method can only be used if the meshes being updated have the same layout(number of + /// vertices, triangles, submeshes). + /// This is faster than removing and re-adding + /// For efficiency update as few channels as possible. + /// Apply must be called to apply the changes to the combined mesh + /// + public virtual bool UpdateGameObjects(GameObject[] gos, bool recalcBounds, + bool updateVertices, bool updateNormals, bool updateTangents, + bool updateUV, bool updateUV2, bool updateUV3, bool updateUV4, + bool updateUV5, bool updateUV6, bool updateUV7, bool updateUV8, + bool updateColors, bool updateSkinningInfo) + { + UpgradeToCurrentVersionIfNecessary(); + meshCombiner.name = name + "-mesh"; + return meshCombiner.UpdateGameObjects(gos, recalcBounds, updateVertices, updateNormals, updateTangents, updateUV, updateUV2, updateUV3, updateUV4, updateUV5, updateUV6, updateUV7, updateUV8, updateColors, updateSkinningInfo); + } + + + public virtual void UpdateSkinnedMeshApproximateBounds() + { + if (_ValidateForUpdateSkinnedMeshBounds()) + { + meshCombiner.UpdateSkinnedMeshApproximateBounds(); + } + } + + public virtual void UpdateSkinnedMeshApproximateBoundsFromBones() + { + if (_ValidateForUpdateSkinnedMeshBounds()) + { + meshCombiner.UpdateSkinnedMeshApproximateBoundsFromBones(); + } + } + + public virtual void UpdateSkinnedMeshApproximateBoundsFromBounds() + { + if (_ValidateForUpdateSkinnedMeshBounds()) + { + meshCombiner.UpdateSkinnedMeshApproximateBoundsFromBounds(); + } + } + + protected virtual bool _ValidateForUpdateSkinnedMeshBounds() + { + if (meshCombiner.outputOption == MB2_OutputOptions.bakeMeshAssetsInPlace) + { + Debug.LogWarning("Can't UpdateSkinnedMeshApproximateBounds when output type is bakeMeshAssetsInPlace"); + return false; + } + if (meshCombiner.resultSceneObject == null) + { + Debug.LogWarning("Result Scene Object does not exist. No point in calling UpdateSkinnedMeshApproximateBounds."); + return false; + } + SkinnedMeshRenderer smr = meshCombiner.resultSceneObject.GetComponentInChildren(); + if (smr == null) + { + Debug.LogWarning("No SkinnedMeshRenderer on result scene object."); + return false; + } + return true; + } +} diff --git a/Assets/MeshBaker/scripts/MB3_MeshBakerCommon.cs.meta b/Assets/MeshBaker/scripts/MB3_MeshBakerCommon.cs.meta new file mode 100644 index 0000000..7211dd8 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MeshBakerCommon.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: bb955c20e5d3cce44b756cc24d501cb7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_MeshBakerCommon.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_MeshBakerGrouper.cs b/Assets/MeshBaker/scripts/MB3_MeshBakerGrouper.cs new file mode 100644 index 0000000..8e015cf --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MeshBakerGrouper.cs @@ -0,0 +1,847 @@ +using UnityEngine; +using System; +using System.Collections.Generic; +using DigitalOpus.MB.Core; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +public class MB3_MeshBakerGrouper : MonoBehaviour, MB_IMeshBakerSettingsHolder +{ + public enum ClusterType + { + none, + grid, + pie, + agglomerative, + } + + public static readonly Color WHITE_TRANSP = new Color(1f,1f,1f,.1f); + + public MB3_MeshBakerGrouperBehaviour grouper; + public ClusterType clusterType = ClusterType.none; + + /// + /// Baked meshes will be added as a child of this scene object. + /// + public Transform parentSceneObject; + public GrouperData data; + + // these are for getting a reasonable bounds in which to draw gizmos. + [HideInInspector] public Bounds sourceObjectBounds = new Bounds(Vector3.zero, Vector3.one); + + public string prefabOptions_outputFolder = ""; + public bool prefabOptions_autoGeneratePrefabs; + public bool prefabOptions_mergeOutputIntoSinglePrefab; + + public MB3_MeshCombinerSettings meshBakerSettingsAsset; + public MB3_MeshCombinerSettingsData meshBakerSettings; + + public MB_IMeshBakerSettings GetMeshBakerSettings() + { + if (meshBakerSettingsAsset == null) + { + if (meshBakerSettings == null) meshBakerSettings = new MB3_MeshCombinerSettingsData(); + return meshBakerSettings; + } + else + { + return meshBakerSettingsAsset.GetMeshBakerSettings(); + } + } + + public void GetMeshBakerSettingsAsSerializedProperty(out string propertyName, out UnityEngine.Object targetObj) + { + if (meshBakerSettingsAsset == null) + { + targetObj = this; + propertyName = "meshBakerSettings"; + } + else + { + targetObj = meshBakerSettingsAsset; + propertyName = "data"; + } + } + + + void OnDrawGizmosSelected() + { + if (grouper == null) + { + grouper = CreateGrouper(clusterType); + } + grouper.DrawGizmos(sourceObjectBounds, data); + } + + public MB3_MeshBakerGrouperBehaviour CreateGrouper(ClusterType t) + { + if (t == ClusterType.grid) grouper = new MB3_MeshBakerGrouperGrid(); + if (t == ClusterType.pie) grouper = new MB3_MeshBakerGrouperPie(); + if (t == ClusterType.agglomerative) + { + grouper = new MB3_MeshBakerGrouperCluster(); + } + if (t == ClusterType.none) grouper = new MB3_MeshBakerGrouperNone(); + return grouper; + } + + /// + /// Removes all child MeshBakers for the current object + /// + public void DeleteAllChildMeshBakers() + { + MB3_MeshBakerCommon[] mBakers = GetComponentsInChildren(); + for (int i = 0; i < mBakers.Length; i++) + { + MB3_MeshBakerCommon mb = mBakers[i]; + GameObject resultGameObject = mb.meshCombiner.resultSceneObject; + MB_Utility.Destroy(resultGameObject); + MB_Utility.Destroy(mb.gameObject); + } + } + + /// + /// Organize a TextureBakers objects to be combined into groups and generate a MeshBaker child for each group. + /// + public List GenerateMeshBakers() + { + MB3_TextureBaker tb = GetComponent(); + if (tb == null) + { + Debug.LogError("There must be an MB3_TextureBaker attached to this game object."); + return new List(); + } + + if (tb.GetObjectsToCombine().Count == 0) + { + Debug.LogError("The MB3_MeshBakerGrouper creates clusters based on the objects to combine in the MB3_TextureBaker component. There were no objects in this list."); + return new List(); + } + + //check if any of the objes that will be added to bakers already exist in child bakers + List objsWeAreGrouping = tb.GetObjectsToCombine(); + MB3_MeshBakerCommon[] alreadyExistBakers = GetComponentsInChildren(); + bool foundChildBakersWithObjsToCombine = false; + for (int i = 0; i < alreadyExistBakers.Length; i++) + { + List childOjs2Combine = alreadyExistBakers[i].GetObjectsToCombine(); + for (int j = 0; j < childOjs2Combine.Count; j++) + { + if (childOjs2Combine[j] != null && objsWeAreGrouping.Contains(childOjs2Combine[j])) + { + foundChildBakersWithObjsToCombine = true; + break; + } + } + } + + bool proceed = true; + if (foundChildBakersWithObjsToCombine) + { +#if UNITY_EDITOR + proceed = EditorUtility.DisplayDialog("Replace Previous Generated MeshBaker Objects", "Delete child MeshBaker objects?\n\n" + + "This grouper has child MeshBaker objects from a previous clustering. Do you want to delete these and create new ones?", "OK", "Cancel"); +#else + proceed = false; + Debug.LogError("There are previously generated MeshBaker objects. Please use the editor to delete or replace them"); +#endif + } + + if (Application.isPlaying && prefabOptions_autoGeneratePrefabs) + { + Debug.LogError("Can only use Auto Generate Prefabs in the editor when the game is not playing."); + proceed = false; + } + + List newBakers; + if (proceed) + { + if (foundChildBakersWithObjsToCombine) DeleteAllChildMeshBakers(); + if (grouper == null || grouper.GetClusterType() != clusterType) + { + grouper = CreateGrouper(clusterType); + } + newBakers = grouper.DoClustering(tb, this, data); + } + else + { + newBakers = new List(); + } + + if (parentSceneObject != null && + MB_Utility.IsSceneInstance(parentSceneObject.gameObject)) + { + for (int i = 0; i < newBakers.Count; i++) + { + newBakers[i].parentSceneObject = parentSceneObject; + } + } + + return newBakers; + } +} + +namespace DigitalOpus.MB.Core +{ + /// all properties go here so that settings are remembered as user switches between cluster types + [Serializable] + public class GrouperData + { + public bool clusterOnLMIndex; + public bool clusterByLODLevel; + public Vector3 origin; + + //Normally these properties would be in the subclasses but putting them here makes writing the inspector much easier + //for grid + public Vector3 cellSize = new Vector3(5, 5, 5); + + //for pie + public int pieNumSegments = 4; + public Vector3 pieAxis = Vector3.up; + public float ringSpacing = 100f; + public bool combineSegmentsInInnermostRing = false; + + //for clustering + public bool includeCellsWithOnlyOneRenderer = true; + public MB3_AgglomerativeClustering cluster; + public float maxDistBetweenClusters = 1f; + public float _lastMaxDistBetweenClusters; + public float _ObjsExtents = 10f; + public float _minDistBetweenClusters = .001f; + public List _clustersToDraw = new List(); + public float[] _radii; + } + + public abstract class MB3_MeshBakerGrouperBehaviour + { + public abstract Dictionary> FilterIntoGroups(List selection, GrouperData d); + public abstract void DrawGizmos(Bounds sourceObjectBounds, GrouperData d); + public List DoClustering(MB3_TextureBaker tb, MB3_MeshBakerGrouper grouper, GrouperData d) + { + List outBakers = new List(); + if (grouper.prefabOptions_autoGeneratePrefabs || grouper.prefabOptions_mergeOutputIntoSinglePrefab) + { + if (Application.isPlaying) + { + Debug.LogError("Cannot generate prefabs while playing. Prefabs can only be generated in the editor and not in play mode."); + return outBakers; + } + } + + //todo warn for no objects and no Texture Bake Result + Dictionary> cell2objs = FilterIntoGroups(tb.GetObjectsToCombine(), d); + + if (d.clusterOnLMIndex) + { + Dictionary> cell2objsNew = new Dictionary>(); + foreach (string key in cell2objs.Keys) + { + List gaws = cell2objs[key]; + Dictionary> idx2objs = GroupByLightmapIndex(gaws); + foreach (int keyIdx in idx2objs.Keys) + { + string keyNew = key + "-LM-" + keyIdx; + cell2objsNew.Add(keyNew, idx2objs[keyIdx]); + } + } + cell2objs = cell2objsNew; + } + if (d.clusterByLODLevel) + { + //visit each cell + //visit each renderer + //check if that renderer is a child of an LOD group + // visit each LOD level check if this renderer is in that list. + // if not add it to LOD0 for that cell + // otherwise add it to LODX for that cell creating LODs as necessary + Dictionary> cell2objsNew = new Dictionary>(); + foreach (string key in cell2objs.Keys) + { + List gaws = cell2objs[key]; + foreach (Renderer r in gaws) + { + if (r == null) continue; + bool foundInLOD = false; + LODGroup lodg = r.GetComponentInParent(); + if (lodg != null) + { + LOD[] lods = lodg.GetLODs(); + for (int i = 0; i < lods.Length; i++) + { + LOD lod = lods[i]; + if (Array.Find(lod.renderers, x => x == r) != null) + { + foundInLOD = true; + List rs; + string newKey = String.Format("{0}_LOD{1}", key, i); + if (!cell2objsNew.TryGetValue(newKey, out rs)) + { + rs = new List(); + cell2objsNew.Add(newKey, rs); + } + if (!rs.Contains(r)) rs.Add(r); + } + } + } + if (!foundInLOD) + { + List rs; + string newKey = String.Format("{0}_LOD0", key); + if (!cell2objsNew.TryGetValue(newKey, out rs)) + { + rs = new List(); + cell2objsNew.Add(newKey, rs); + } + if (!rs.Contains(r)) rs.Add(r); + } + } + } + cell2objs = cell2objsNew; + } + + int clustersWithOnlyOneRenderer = 0; + foreach (string key in cell2objs.Keys) + { + List gaws = cell2objs[key]; + if (gaws.Count > 1 || grouper.data.includeCellsWithOnlyOneRenderer) + { + outBakers.Add(AddMeshBaker(grouper, tb, key, gaws)); + } + else + { + clustersWithOnlyOneRenderer++; + } + } + + Debug.Log(String.Format("Found {0} cells with Renderers. Not creating bakers for {1} because there is only one mesh in the cell. Creating {2} bakers.", cell2objs.Count, clustersWithOnlyOneRenderer, cell2objs.Count - clustersWithOnlyOneRenderer)); + return outBakers; + } + + Dictionary> GroupByLightmapIndex(List gaws) + { + Dictionary> idx2objs = new Dictionary>(); + for (int i = 0; i < gaws.Count; i++) + { + List objs = null; + if (idx2objs.ContainsKey(gaws[i].lightmapIndex)) + { + objs = idx2objs[gaws[i].lightmapIndex]; + } + else + { + objs = new List(); + idx2objs.Add(gaws[i].lightmapIndex, objs); + } + objs.Add(gaws[i]); + } + return idx2objs; + } + + MB3_MeshBakerCommon AddMeshBaker(MB3_MeshBakerGrouper grouper, MB3_TextureBaker tb, string key, List gaws) + { + int numVerts = 0; + for (int i = 0; i < gaws.Count; i++) + { + Mesh m = MB_Utility.GetMesh(gaws[i].gameObject); + if (m != null) + numVerts += m.vertexCount; + } + + GameObject nmb = new GameObject("MeshBaker-" + key); + nmb.transform.position = Vector3.zero; + MB3_MeshBakerCommon newMeshBaker; + if (numVerts >= 65535) + { + newMeshBaker = nmb.AddComponent(); + newMeshBaker.useObjsToMeshFromTexBaker = false; + } + else + { + newMeshBaker = nmb.AddComponent(); + newMeshBaker.useObjsToMeshFromTexBaker = false; + } + + newMeshBaker.textureBakeResults = tb.textureBakeResults; + newMeshBaker.transform.parent = tb.transform; + newMeshBaker.meshCombiner.settingsHolder = grouper; + for (int i = 0; i < gaws.Count; i++) + { + newMeshBaker.GetObjectsToCombine().Add(gaws[i].gameObject); + } + + return newMeshBaker; + } + + public virtual MB3_MeshBakerGrouper.ClusterType GetClusterType() + { + return MB3_MeshBakerGrouper.ClusterType.none; + } + } + + public class MB3_MeshBakerGrouperNone : MB3_MeshBakerGrouperBehaviour + { + public override Dictionary> FilterIntoGroups(List selection, GrouperData d) + { + Debug.Log("Filtering into groups none"); + + Dictionary> cell2objs = new Dictionary>(); + + List rs = new List(); + for (int i = 0; i < selection.Count; i++) + { + if (selection[i] != null) + { + rs.Add(selection[i].GetComponent()); + } + } + + cell2objs.Add("MeshBaker", rs); + return cell2objs; + } + + public override void DrawGizmos(Bounds sourceObjectBounds, GrouperData d) + { + + } + + public override MB3_MeshBakerGrouper.ClusterType GetClusterType() + { + return MB3_MeshBakerGrouper.ClusterType.none; + } + } + + public class MB3_MeshBakerGrouperGrid : MB3_MeshBakerGrouperBehaviour + { + public override Dictionary> FilterIntoGroups(List selection, GrouperData d) + { + Dictionary> cell2objs = new Dictionary>(); + if (d.cellSize.x <= 0f || d.cellSize.y <= 0f || d.cellSize.z <= 0f) + { + Debug.LogError("cellSize x,y,z must all be greater than zero."); + return cell2objs; + } + + Debug.Log("Collecting renderers in each cell"); + foreach (GameObject t in selection) + { + if (t == null) + { + continue; + } + + GameObject go = t; + Renderer mr = go.GetComponent(); + if (mr is MeshRenderer || mr is SkinnedMeshRenderer) + { + //get the cell this gameObject is in + Vector3 gridVector = mr.bounds.center; + gridVector.x = Mathf.Floor((gridVector.x - d.origin.x) / d.cellSize.x) * d.cellSize.x; + gridVector.y = Mathf.Floor((gridVector.y - d.origin.y) / d.cellSize.y) * d.cellSize.y; + gridVector.z = Mathf.Floor((gridVector.z - d.origin.z) / d.cellSize.z) * d.cellSize.z; + List objs = null; + string gridVectorStr = gridVector.ToString(); + if (cell2objs.ContainsKey(gridVectorStr)) + { + objs = cell2objs[gridVectorStr]; + } + else + { + objs = new List(); + cell2objs.Add(gridVectorStr, objs); + } + + if (!objs.Contains(mr)) + { + //Debug.Log("Adding " + mr + " todo " + gridVectorStr); + objs.Add(mr); + } + } + } + return cell2objs; + } + + public override void DrawGizmos(Bounds sourceObjectBounds, GrouperData d) + { + Vector3 cs = d.cellSize; + if (cs.x <= .00001f || cs.y <= .00001f || cs.z <= .00001f) return; + Gizmos.color = MB3_MeshBakerGrouper.WHITE_TRANSP; + Vector3 p = sourceObjectBounds.center - sourceObjectBounds.extents; + Vector3 offset = d.origin; + offset.x = offset.x % cs.x; + offset.y = offset.y % cs.y; + offset.z = offset.z % cs.z; + //snap p to closest cell center + Vector3 start; + p.x = Mathf.Round((p.x) / cs.x) * cs.x + offset.x; + p.y = Mathf.Round((p.y) / cs.y) * cs.y + offset.y; + p.z = Mathf.Round((p.z) / cs.z) * cs.z + offset.z; + if (p.x > sourceObjectBounds.center.x - sourceObjectBounds.extents.x) p.x = p.x - cs.x; + if (p.y > sourceObjectBounds.center.y - sourceObjectBounds.extents.y) p.y = p.y - cs.y; + if (p.z > sourceObjectBounds.center.z - sourceObjectBounds.extents.z) p.z = p.z - cs.z; + start = p; + int numcells = Mathf.CeilToInt(sourceObjectBounds.size.x / cs.x + sourceObjectBounds.size.y / cs.y + sourceObjectBounds.size.z / cs.z); + if (numcells > 200) + { + Gizmos.DrawWireCube(d.origin + cs / 2f, cs); + } + else + { + for (; p.x < sourceObjectBounds.center.x + sourceObjectBounds.extents.x; p.x += cs.x) + { + p.y = start.y; + for (; p.y < sourceObjectBounds.center.y + sourceObjectBounds.extents.y; p.y += cs.y) + { + p.z = start.z; + for (; p.z < sourceObjectBounds.center.z + sourceObjectBounds.extents.z; p.z += cs.z) + { + Gizmos.DrawWireCube(p + cs / 2f, cs); + } + } + } + } + } + + public override MB3_MeshBakerGrouper.ClusterType GetClusterType() + { + return MB3_MeshBakerGrouper.ClusterType.grid; + } + } + + public class MB3_MeshBakerGrouperPie : MB3_MeshBakerGrouperBehaviour + { + public override Dictionary> FilterIntoGroups(List selection, GrouperData d) + { + Dictionary> cell2objs = new Dictionary>(); + if (d.pieNumSegments == 0) + { + Debug.LogError("pieNumSegments must be greater than zero."); + return cell2objs; + } + + if (d.pieAxis.magnitude <= .000001f) + { + Debug.LogError("Pie axis vector is too short."); + return cell2objs; + } + + if (d.ringSpacing <= .000001f) + { + Debug.LogError("Ring spacing is too small."); + return cell2objs; + } + + d.pieAxis.Normalize(); + Quaternion pieAxis2yIsUp = Quaternion.FromToRotation(d.pieAxis, Vector3.up); + + Debug.Log("Collecting renderers in each cell"); + foreach (GameObject t in selection) + { + if (t == null) + { + continue; + } + + GameObject go = t; + Renderer mr = go.GetComponent(); + if (mr is MeshRenderer || mr is SkinnedMeshRenderer) + { + //get the cell this gameObject is in + Vector3 origin2obj = mr.bounds.center - d.origin; + origin2obj = pieAxis2yIsUp * origin2obj; + Vector2 origin2Obj2D = new Vector2(origin2obj.x, origin2obj.z); + float radius = origin2Obj2D.magnitude; + origin2obj.Normalize(); + + float deg_aboutY = 0f; + if (Mathf.Abs(origin2obj.x) < 10e-5f && Mathf.Abs(origin2obj.z) < 10e-5f) + { + deg_aboutY = 0f; + } + else + { + deg_aboutY = Mathf.Atan2(origin2obj.x, origin2obj.z) * Mathf.Rad2Deg; + if (deg_aboutY < 0f) deg_aboutY = 360f + deg_aboutY; + } + + // Debug.Log ("Obj " + mr + " angle " + d_aboutY); + int segment = Mathf.FloorToInt(deg_aboutY / 360f * d.pieNumSegments); + int ring = Mathf.FloorToInt(radius / d.ringSpacing); + if (ring == 0 && d.combineSegmentsInInnermostRing) + { + segment = 0; + } + + List objs = null; + string segStr = "seg_" + segment + "_ring_" + ring; + if (cell2objs.ContainsKey(segStr)) + { + objs = cell2objs[segStr]; + } + else + { + objs = new List(); + cell2objs.Add(segStr, objs); + } + + if (!objs.Contains(mr)) + { + objs.Add(mr); + } + } + } + + return cell2objs; + } + + public override void DrawGizmos(Bounds sourceObjectBounds, GrouperData d) + { + + if (d.pieAxis.magnitude < .1f) return; + if (d.pieNumSegments < 1) return; + + Gizmos.color = MB3_MeshBakerGrouper.WHITE_TRANSP; + float rad = sourceObjectBounds.extents.magnitude; + + int numRings = Mathf.CeilToInt(rad / d.ringSpacing); + numRings = Mathf.Max(1, numRings); + for (int i = 0; i < numRings; i++) + { + DrawCircle(d.pieAxis.normalized, d.origin, d.ringSpacing * (i + 1), 24); + } + + Quaternion yIsUp2PieAxis = Quaternion.FromToRotation(Vector3.up, d.pieAxis); + Quaternion rStep = Quaternion.AngleAxis(180f / d.pieNumSegments, Vector3.up); + Vector3 r = Vector3.forward; + for (int i = 0; i < d.pieNumSegments; i++) + { + Vector3 rr = yIsUp2PieAxis * r; + Vector3 origin = d.origin; + int nr = numRings; + if (d.combineSegmentsInInnermostRing) + { + origin = d.origin + rr.normalized * d.ringSpacing; + nr = numRings - 1; + } + + if (nr == 0) break; + + Gizmos.DrawLine(origin, origin + nr * d.ringSpacing * rr.normalized); + r = rStep * r; + r = rStep * r; + } + } + + static int MaxIndexInVector3(Vector3 v) + { + int idx = 0; + float val = v.x; + if (v.y > val) + { + idx = 1; + val = v.y; + } + if (v.z > val) + { + idx = 2; + val = v.z; + } + return idx; + } + + public static void DrawCircle(Vector3 axis, Vector3 center, float radius, int subdiv) + { + Quaternion q = Quaternion.AngleAxis(360 / subdiv, axis); + int maxIdx = MaxIndexInVector3(axis); + int otherIdx = maxIdx == 0 ? maxIdx + 1 : maxIdx - 1; + Vector3 r = axis; //r construct a vector perpendicular to axis + float temp = r[maxIdx]; + r[maxIdx] = r[otherIdx]; + r[otherIdx] = -temp; + r = Vector3.ProjectOnPlane(r, axis); + r.Normalize(); + r *= radius; + for (int i = 0; i < subdiv + 1; i++) + { + Vector3 r2 = q * r; + Gizmos.color = MB3_MeshBakerGrouper.WHITE_TRANSP; + Gizmos.DrawLine(center + r, center + r2); + r = r2; + } + } + public override MB3_MeshBakerGrouper.ClusterType GetClusterType() + { + return MB3_MeshBakerGrouper.ClusterType.pie; + } + } + + public class MB3_MeshBakerGrouperCluster : MB3_MeshBakerGrouperBehaviour + { + + public override Dictionary> FilterIntoGroups(List selection, GrouperData d) + { + Dictionary> cell2objs = new Dictionary>(); + for (int i = 0; i < d._clustersToDraw.Count; i++) + { + MB3_AgglomerativeClustering.ClusterNode node = d._clustersToDraw[i]; + List rrs = new List(); + for (int j = 0; j < node.leafs.Length; j++) + { + Renderer r = d.cluster.clusters[node.leafs[j]].leaf.go.GetComponent(); + if (r is MeshRenderer || r is SkinnedMeshRenderer) + { + rrs.Add(r); + } + } + cell2objs.Add("Cluster_" + i, rrs); + } + return cell2objs; + } + + public void BuildClusters(List gos, ProgressUpdateCancelableDelegate progFunc, GrouperData d) + { + if (gos.Count == 0) + { + Debug.LogWarning("No objects to cluster. Add some objects to the list of Objects To Combine."); + return; + } + if (d.cluster == null) { d.cluster = new MB3_AgglomerativeClustering(); } + List its = new List(); + for (int i = 0; i < gos.Count; i++) + { + if (gos[i] != null && its.Find(x => x.go == gos[i]) == null) + { + Renderer mr = gos[i].GetComponent(); + if (mr != null && (mr is MeshRenderer || mr is SkinnedMeshRenderer)) + { + MB3_AgglomerativeClustering.item_s ii = new MB3_AgglomerativeClustering.item_s(); + ii.go = gos[i]; + ii.coord = mr.bounds.center; + its.Add(ii); + } + } + } + d.cluster.items = its; + //yield return cluster.agglomerate(); + d.cluster.agglomerate(progFunc); + if (!d.cluster.wasCanceled) + { + float smallest, largest; + _BuildListOfClustersToDraw(progFunc, out smallest, out largest, d); + d.maxDistBetweenClusters = Mathf.Lerp(smallest, largest, .9f); + } + } + + public void _BuildListOfClustersToDraw(ProgressUpdateCancelableDelegate progFunc, out float smallest, out float largest, GrouperData d) + { + if (d._clustersToDraw == null) + { + d._clustersToDraw = new List(); + } + d._clustersToDraw.Clear(); + if (d.cluster.clusters == null || d.cluster.clusters.Length == 0) + { + smallest = 1f; + largest = 10f; + } + else + { + if (progFunc != null) progFunc("Building Clusters To Draw A:", 0); + largest = 1f; + smallest = 10e6f; + for (int i = 0; i < d.cluster.clusters.Length; i++) + { + MB3_AgglomerativeClustering.ClusterNode node = d.cluster.clusters[i]; + //don't draw clusters that were merged too far apart and only want leaf nodes + if (node.distToMergedCentroid <= d.maxDistBetweenClusters /*&& node.leaf == null*/) + { + if (d.includeCellsWithOnlyOneRenderer) + { + d._clustersToDraw.Add(node); + } + else if (node.leaf == null) + { + d._clustersToDraw.Add(node); + } + } + if (node.distToMergedCentroid > largest) + { + largest = node.distToMergedCentroid; + } + if (node.height > 0 && node.distToMergedCentroid < smallest) + { + smallest = node.distToMergedCentroid; + } + } + } + if (progFunc != null) progFunc("Building Clusters To Draw B:", 0); + { + List removeMe = new List(); + for (int i = 0; i < d._clustersToDraw.Count; i++) + { + removeMe.Add(d._clustersToDraw[i].cha); + removeMe.Add(d._clustersToDraw[i].chb); + } + + for (int i = 0; i < removeMe.Count; i++) + { + d._clustersToDraw.Remove(removeMe[i]); + } + } + + d._radii = new float[d._clustersToDraw.Count]; + if (progFunc != null) progFunc("Building Clusters To Draw C:", 0); + for (int i = 0; i < d._radii.Length; i++) + { + MB3_AgglomerativeClustering.ClusterNode n = d._clustersToDraw[i]; + Bounds b = new Bounds(n.centroid, Vector3.one); + for (int j = 0; j < n.leafs.Length; j++) + { + Renderer r = d.cluster.clusters[n.leafs[j]].leaf.go.GetComponent(); + if (r != null) + { + b.Encapsulate(r.bounds); + } + } + d._radii[i] = b.extents.magnitude; + } + if (progFunc != null) progFunc("Building Clusters To Draw D:", 0); + if (smallest >= largest) + { + Debug.LogError("The smallest distance between clusters is greater than the largest distance between clusters. This should not happen."); + smallest = 10e-6f; + if (largest < 10f) + { + largest = 10f; + } + } + d._ObjsExtents = largest + 1f; + d._minDistBetweenClusters = 0.1f * smallest; + + if (d._ObjsExtents < 2f) d._ObjsExtents = 2f; + } + + public override void DrawGizmos(Bounds sceneObjectBounds, GrouperData d) + { + if (d.cluster == null || d.cluster.clusters == null) + { + return; + } + + Gizmos.color = MB3_MeshBakerGrouper.WHITE_TRANSP; + for (int i = 0; i < d._clustersToDraw.Count; i++) + { + Gizmos.color = MB3_MeshBakerGrouper.WHITE_TRANSP; + MB3_AgglomerativeClustering.ClusterNode node = d._clustersToDraw[i]; + Gizmos.DrawWireSphere(node.centroid, d._radii[i]); + } + } + + public override MB3_MeshBakerGrouper.ClusterType GetClusterType() + { + return MB3_MeshBakerGrouper.ClusterType.agglomerative; + } + } +} + diff --git a/Assets/MeshBaker/scripts/MB3_MeshBakerGrouper.cs.meta b/Assets/MeshBaker/scripts/MB3_MeshBakerGrouper.cs.meta new file mode 100644 index 0000000..1522924 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MeshBakerGrouper.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: a97974931c5043247b11cd77898c1702 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_MeshBakerGrouper.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_MeshBakerRoot.cs b/Assets/MeshBaker/scripts/MB3_MeshBakerRoot.cs new file mode 100644 index 0000000..1d1d395 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MeshBakerRoot.cs @@ -0,0 +1,210 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.Collections.Specialized; +using System; +using System.Collections.Generic; +using System.Text; +using DigitalOpus.MB.Core; + +/// +/// Root class of all the baking Components +/// +public abstract class MB3_MeshBakerRoot : MonoBehaviour { + + /** + * Transparent shaders often require objects to be sorted along + */ + public class ZSortObjects + { + public Vector3 sortAxis; + public class Item + { + public GameObject go; + public Vector3 point; + } + + public class ItemComparer : IComparer + { + public int Compare(Item a, Item b) + { + return (int)Mathf.Sign(b.point.z - a.point.z); + } + } + + public void SortByDistanceAlongAxis(List gos) + { + if (sortAxis == Vector3.zero) + { + Debug.LogError("The sort axis cannot be the zero vector."); + return; + } + Debug.Log("Z sorting meshes along axis numObjs=" + gos.Count); + List items = new List(); + Quaternion q = Quaternion.FromToRotation(sortAxis, Vector3.forward); + for (int i = 0; i < gos.Count; i++) + { + if (gos[i] != null) + { + Item item = new Item(); + item.point = gos[i].transform.position; + item.go = gos[i]; + item.point = q * item.point; + items.Add(item); + } + } + items.Sort(new ItemComparer()); + + for (int i = 0; i < gos.Count; i++) + { + gos[i] = items[i].go; + } + } + } + + public Vector3 sortAxis; + + [HideInInspector] public abstract MB2_TextureBakeResults textureBakeResults{ + get; + set; + } + + //todo switch this to List + public virtual List GetObjectsToCombine(){ + return null; + } + + public virtual void PurgeNullsFromObjectsToCombine() + { + + } + + public static bool DoCombinedValidate(MB3_MeshBakerRoot mom, MB_ObjsToCombineTypes objToCombineType, MB2_EditorMethodsInterface editorMethods, MB2_ValidationLevel validationLevel){ + if (mom.textureBakeResults == null){ + Debug.LogError("Need to set Texture Bake Result on " + mom); + return false; + } + if (mom is MB3_MeshBakerCommon){ + MB3_MeshBakerCommon momMB = (MB3_MeshBakerCommon) mom; + MB3_TextureBaker tb = momMB.GetTextureBaker(); + if (tb != null && tb.textureBakeResults != mom.textureBakeResults){ + Debug.LogWarning("Texture Bake Result on this component is not the same as the Texture Bake Result on the MB3_TextureBaker."); + } + } + + List objsToMesh = mom.GetObjectsToCombine(); + if (!ValidateTextureBakerGameObjects(mom, objsToMesh, validationLevel)) { + return false; + } + List objs; + + if (mom is MB3_MeshBaker) + { + objs = mom.GetObjectsToCombine(); + //if (((MB3_MeshBaker)mom).useObjsToMeshFromTexBaker && tb != null) objs = tb.GetObjectsToCombine(); + if (objs == null || objs.Count == 0) + { + Debug.LogError("No meshes to combine. Please assign some meshes to combine."); + return false; + } + if (mom is MB3_MeshBaker && ((MB3_MeshBaker)mom).meshCombiner.settings.renderType == MB_RenderType.skinnedMeshRenderer){ + if (!editorMethods.ValidateSkinnedMeshes(objs)) + { + return false; + } + } + } + + if (editorMethods != null){ + editorMethods.CheckPrefabTypes(objToCombineType, objsToMesh); + } + return true; + } + + public static bool ValidateTextureBakerGameObjects(MB3_MeshBakerRoot mom, List objsToMesh, MB2_ValidationLevel validationLevel) + { + Dictionary meshAnalysisResultCache = null; + if (validationLevel == MB2_ValidationLevel.robust){ + meshAnalysisResultCache = new Dictionary(); + } + Dictionary matName2Mat = new Dictionary(); + for (int i = 0; i < objsToMesh.Count; i++){ + GameObject go = objsToMesh[i]; + if (go == null){ + Debug.LogError(string.Format("The list of objects to combine contains a null at position {0}. Select and use [shift + delete] to remove the object, or purge all null objects from the context menu.", i)); + return false; + } + for (int j = i + 1; j < objsToMesh.Count; j++){ + if (objsToMesh[i] == objsToMesh[j]){ + Debug.LogError("The list of objects to combine contains duplicates at " + i + " and " + j); + return false; + } + } + + Material[] mats = MB_Utility.GetGOMaterials(go); + if (mats.Length == 0){ + Debug.LogError("Object " + go + " in the list of objects to be combined does not have a material"); + return false; + } + Mesh m = MB_Utility.GetMesh(go); + if (m == null){ + Debug.LogError("Object " + go + " in the list of objects to be combined does not have a mesh"); + return false; + } + if (m != null && mom.textureBakeResults != null){ //This check can be very expensive and it only warns so only do this if we are in the editor. + if (Application.isEditor && + !Application.isPlaying && + mom.textureBakeResults.doMultiMaterial && + validationLevel >= MB2_ValidationLevel.robust){ + MB_Utility.MeshAnalysisResult mar; + if (!meshAnalysisResultCache.TryGetValue(m.GetInstanceID(),out mar)){ + MB_Utility.doSubmeshesShareVertsOrTris(m,ref mar); + meshAnalysisResultCache.Add (m.GetInstanceID(),mar); + } + if (mar.hasOverlappingSubmeshVerts){ + Debug.LogWarning("Object " + objsToMesh[i] + " in the list of objects to combine has overlapping submeshes (submeshes share vertices). If the UVs associated with the shared vertices are important then this bake may not work. If you are using multiple materials then this object can only be combined with objects that use the exact same set of textures (each atlas contains one texture). There may be other undesirable side affects as well. Mesh Master, available in the asset store can fix overlapping submeshes."); + } + } + } + + if (MBVersion.IsUsingAddressables()) + { + HashSet materialsWithDuplicateNames = new HashSet(); + for (int matIdx = 0; matIdx < mats.Length; matIdx++) + { + if (mats[matIdx] != null) + { + if (matName2Mat.ContainsKey(mats[matIdx].name)) + { + if (mats[matIdx] != matName2Mat[mats[matIdx].name]) + { + // This is an error. If using addressables we consider materials that have the same name to be the same material when baking at runtime. + // Two different material must NOT have the same name. + materialsWithDuplicateNames.Add(mats[matIdx].name); + } + } + else + { + matName2Mat.Add(mats[matIdx].name, mats[matIdx]); + } + } + } + + if (materialsWithDuplicateNames.Count > 0) + { + String[] stringArray = new String[materialsWithDuplicateNames.Count]; + materialsWithDuplicateNames.CopyTo(stringArray); + string matsWithSameName = string.Join(",", stringArray); + Debug.LogError("The source objects use different materials that have the same name (" + matsWithSameName + "). " + + "If using addressables, materials with the same name are considered to be the same material when baking meshes at runtime. " + + "If you want to use this Material Bake Result at runtime then all source materials must have distinct names. Baking in edit-mode will still work."); + } + } + } + return true; + } +} + diff --git a/Assets/MeshBaker/scripts/MB3_MeshBakerRoot.cs.meta b/Assets/MeshBaker/scripts/MB3_MeshBakerRoot.cs.meta new file mode 100644 index 0000000..7e69ddb --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MeshBakerRoot.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: aceaf5bd3ec59834bbd2a309fb7b0967 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_MeshBakerRoot.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_MultiMeshBaker.cs b/Assets/MeshBaker/scripts/MB3_MultiMeshBaker.cs new file mode 100644 index 0000000..77f65b7 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MultiMeshBaker.cs @@ -0,0 +1,111 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using DigitalOpus.MB.Core; + +/// +/// Component that is an endless mesh. You don't need to worry about the 65k limit when adding meshes. It is like a List of combined meshes. Internally it manages +/// a collection of CombinedMeshes that are added and deleted as necessary. +/// +/// Note that this implementation does +/// not attempt to split meshes. Each mesh is added to one of the internal meshes as an atomic unit. +/// +/// This class is a Component. It must be added to a GameObject to use it. It is a wrapper for MB2_Multi_meshCombiner which contains the same functionality but is not a component +/// so it can be instantiated like a normal class. +/// +public class MB3_MultiMeshBaker : MB3_MeshBakerCommon { + + [SerializeField] protected MB3_MultiMeshCombiner _meshCombiner = new MB3_MultiMeshCombiner(); + + // [ContextMenu("Print Timings")] + public void PrintTimings() + { + double db_showHideGameObjects = 0; + double db_addDeleteGameObjects = 0; + + double db_addDeleteGameObjects_InitFromMeshCombiner = 0; + double db_addDeleteGameObjects_Init = 0; + double db_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers = 0; + double db_addDeleteGameObjects_CopyFromDGOMeshToBuffers = 0; + double db_addDeleteGameObjects_CollectMeshData = 0; + + double db_apply = 0; + double db_applyShowHide = 0; + double db_updateGameObjects = 0; + + for (int i = 0; i < _meshCombiner.meshCombiners.Count; i++) + { + MB3_MeshCombinerSingle c = _meshCombiner.meshCombiners[i].combinedMesh; + + db_showHideGameObjects += c.db_showHideGameObjects.Elapsed.TotalSeconds; + db_addDeleteGameObjects += c.db_addDeleteGameObjects.Elapsed.TotalSeconds; + + db_addDeleteGameObjects_CollectMeshData += c.db_addDeleteGameObjects_CollectMeshData.Elapsed.TotalSeconds; + db_addDeleteGameObjects_InitFromMeshCombiner += c.db_addDeleteGameObjects_InitFromMeshCombiner.Elapsed.TotalSeconds; + db_addDeleteGameObjects_Init += c.db_addDeleteGameObjects_Init.Elapsed.TotalSeconds; + db_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers += c.db_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers.Elapsed.TotalSeconds; + db_addDeleteGameObjects_CopyFromDGOMeshToBuffers += c.db_addDeleteGameObjects_CopyFromDGOMeshToBuffers.Elapsed.TotalSeconds; + + db_apply += c.db_apply.Elapsed.TotalSeconds; + db_applyShowHide += c.db_applyShowHide.Elapsed.TotalSeconds; + db_updateGameObjects += c.db_updateGameObjects.Elapsed.TotalSeconds; + } + + System.Text.StringBuilder sb = new System.Text.StringBuilder(); + sb.AppendLine("Timings " + (_meshCombiner.settings.meshAPI == MB_MeshCombineAPIType.betaNativeArrayAPI ? " newMeshAPI " : " oldMeshAPI")); + sb.AppendLine("db_showHideGameObjects\t" + db_showHideGameObjects); + sb.AppendLine("db_addDeleteGameObjects\t" + db_addDeleteGameObjects); + + sb.AppendLine("\t\tdb_addDeleteGameObjects_CollectMeshData\t" + db_addDeleteGameObjects_CollectMeshData); + sb.AppendLine("\t\tdb_addDeleteGameObjects_InitFromMeshCombiner\t" + db_addDeleteGameObjects_InitFromMeshCombiner); + sb.AppendLine("\t\tdb_addDeleteGameObjects_Init\t" + db_addDeleteGameObjects_Init); + sb.AppendLine("\t\tdb_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers\t" + db_addDeleteGameObjects_CopyArraysFromPreviousBakeBuffersToNewBuffers); + sb.AppendLine("\t\tdb_addDeleteGameObjects_CopyFromDGOMeshToBuffers\t" + db_addDeleteGameObjects_CopyFromDGOMeshToBuffers); + + sb.AppendLine("\t\tdb_addDeleteGameObjects_CollectMeshData tdb_addDeleteGameObjects_CollectMeshData "); + //sb.AppendLine("\t\t\t\t MeshChannelsCache_NativeArray.db_AA\t" + MeshChannelsCache_NativeArray.db_AA); + //sb.AppendLine("\t\t\t\t MeshChannelsCache_NativeArray.db_BB\t" + MeshChannelsCache_NativeArray.db_BB); + //sb.AppendLine("\t\t\t\t MeshChannelsCache_NativeArray.db_CC\t" + MeshChannelsCache_NativeArray.db_CC); + //sb.AppendLine("\t\t\t\t MeshChannelsCache_NativeArray.db_DD\t" + MeshChannelsCache_NativeArray.db_DD); + + + sb.AppendLine("db_apply\t" + db_apply); + sb.AppendLine("db_applyShowHide\t" + db_applyShowHide); + sb.AppendLine("db_updateGameObjects\t" + db_updateGameObjects); + Debug.Log(sb.ToString()); + } + + public override MB3_MeshCombiner meshCombiner{ + get {return _meshCombiner;} + } + + public override bool AddDeleteGameObjects(GameObject[] gos, GameObject[] deleteGOs, bool disableRendererInSource) + { + UpgradeToCurrentVersionIfNecessary(); + if (_meshCombiner.resultSceneObject == null){ + _meshCombiner.resultSceneObject = new GameObject("CombinedMesh-" + name); + } + meshCombiner.name = name + "-mesh"; + return _meshCombiner.AddDeleteGameObjects(gos,deleteGOs,disableRendererInSource); + } + + public override bool AddDeleteGameObjectsByID(GameObject[] gos, int[] deleteGOs, bool disableRendererInSource) + { + UpgradeToCurrentVersionIfNecessary(); + if (_meshCombiner.resultSceneObject == null){ + _meshCombiner.resultSceneObject = new GameObject("CombinedMesh-" + name); + } + meshCombiner.name = name + "-mesh"; + return _meshCombiner.AddDeleteGameObjectsByID(gos,deleteGOs,disableRendererInSource); + } + + public void OnDestroy() + { + if (_meshCombiner != null) + { + _meshCombiner.Dispose(); + } + } +} diff --git a/Assets/MeshBaker/scripts/MB3_MultiMeshBaker.cs.meta b/Assets/MeshBaker/scripts/MB3_MultiMeshBaker.cs.meta new file mode 100644 index 0000000..5613873 --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_MultiMeshBaker.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 79177c6ffa4ff3846a904f185a7591cf +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 31895 + packageName: Mesh Baker Free + packageVersion: 3.40.1 + assetPath: Assets/MeshBaker/scripts/MB3_MultiMeshBaker.cs + uploadId: 797180 diff --git a/Assets/MeshBaker/scripts/MB3_TextureBaker.cs b/Assets/MeshBaker/scripts/MB3_TextureBaker.cs new file mode 100644 index 0000000..addba1b --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_TextureBaker.cs @@ -0,0 +1,778 @@ +//---------------------------------------------- +// MeshBaker +// Copyright © 2011-2012 Ian Deane +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.Collections.Specialized; +using System; +using System.Collections.Generic; +using System.Text; +using System.IO; +using DigitalOpus.MB.Core; + + + +/// +/// Component that handles baking materials into a combined material. +/// +/// The result of the material baking process is a MB2_TextureBakeResults object, which +/// becomes the input for the mesh baking. +/// +/// This class uses the MB_TextureCombiner to do the combining. +/// +/// This class is a Component (MonoBehavior) so it is serialized and found using GetComponent. If +/// you want to access the texture baking functionality without creating a Component then use MB_TextureCombiner +/// directly. +/// +public class MB3_TextureBaker : MB3_MeshBakerRoot +{ + public MB2_LogLevel LOG_LEVEL = MB2_LogLevel.info; + + [SerializeField] + protected MB2_TextureBakeResults _textureBakeResults; + public override MB2_TextureBakeResults textureBakeResults + { + get { return _textureBakeResults; } + set { _textureBakeResults = value; } + } + + [SerializeField] + protected int _atlasPadding = 1; + public virtual int atlasPadding + { + get { return _atlasPadding; } + set { _atlasPadding = value; } + } + + [SerializeField] + protected int _maxAtlasSize = MB2_TexturePacker.MAX_ATLAS_SIZE; + public virtual int maxAtlasSize + { + get { return _maxAtlasSize; } + set { _maxAtlasSize = value; } + } + + [SerializeField] + protected bool _useMaxAtlasWidthOverride = false; + public virtual bool useMaxAtlasWidthOverride + { + get { return _useMaxAtlasWidthOverride; } + set { _useMaxAtlasWidthOverride = value; } + } + + [SerializeField] + protected int _maxAtlasWidthOverride = MB2_TexturePacker.MAX_ATLAS_SIZE; + public virtual int maxAtlasWidthOverride + { + get { return _maxAtlasWidthOverride; } + set { _maxAtlasWidthOverride = value; } + } + + [SerializeField] + protected bool _useMaxAtlasHeightOverride = false; + public virtual bool useMaxAtlasHeightOverride + { + get { return _useMaxAtlasHeightOverride; } + set { _useMaxAtlasHeightOverride = value; } + } + + [SerializeField] + protected int _maxAtlasHeightOverride = MB2_TexturePacker.MAX_ATLAS_SIZE; + public virtual int maxAtlasHeightOverride + { + get { return _maxAtlasHeightOverride; } + set { _maxAtlasHeightOverride = value; } + } + + [SerializeField] + protected bool _resizePowerOfTwoTextures = false; + public virtual bool resizePowerOfTwoTextures + { + get { return _resizePowerOfTwoTextures; } + set { _resizePowerOfTwoTextures = value; } + } + + [SerializeField] + protected bool _fixOutOfBoundsUVs = false; //is considerMeshUVs but can't change because it would break all existing bakers + public virtual bool fixOutOfBoundsUVs + { + get { return _fixOutOfBoundsUVs; } + set { _fixOutOfBoundsUVs = value; } + } + + [SerializeField] + protected int _maxTilingBakeSize = 1024; + public virtual int maxTilingBakeSize + { + get { return _maxTilingBakeSize; } + set { _maxTilingBakeSize = value; } + } + + [SerializeField] + protected MB2_PackingAlgorithmEnum _packingAlgorithm = MB2_PackingAlgorithmEnum.MeshBakerTexturePacker; + public virtual MB2_PackingAlgorithmEnum packingAlgorithm + { + get { return _packingAlgorithm; } + set { _packingAlgorithm = value; } + } + + [SerializeField] + protected int _layerTexturePackerFastMesh = -1; + public virtual int layerForTexturePackerFastMesh + { + get { return _layerTexturePackerFastMesh; } + set { _layerTexturePackerFastMesh = value; } + } + + [SerializeField] + protected bool _meshBakerTexturePackerForcePowerOfTwo = true; + public bool meshBakerTexturePackerForcePowerOfTwo + { + get { return _meshBakerTexturePackerForcePowerOfTwo; } + set { _meshBakerTexturePackerForcePowerOfTwo = value; } + } + + [SerializeField] +#if UNITY_2020_2_OR_NEWER + [NonReorderable] //see MB-136 for why this is here +#endif + protected List _customShaderProperties = new List(); + public virtual List customShaderProperties + { + get { return _customShaderProperties; } + set { _customShaderProperties = value; } + } + + + [SerializeField] +#if UNITY_2020_2_OR_NEWER + [NonReorderable] //see MB-136 for why this is here +#endif + protected List _texturePropNamesToIgnore = new List(); + public virtual List texturePropNamesToIgnore + { + get { return _texturePropNamesToIgnore; } + set { _texturePropNamesToIgnore = value; } + } + + //this is depricated + [SerializeField] + protected List _customShaderPropNames_Depricated = new List(); + public virtual List customShaderPropNames + { + get { return _customShaderPropNames_Depricated; } + set { _customShaderPropNames_Depricated = value; } + } + + [SerializeField] + protected MB2_TextureBakeResults.ResultType _resultType; + public virtual MB2_TextureBakeResults.ResultType resultType + { + get { return _resultType; } + set { _resultType = value; } + } + + [SerializeField] + protected bool _doMultiMaterial; + public virtual bool doMultiMaterial + { + get { return _doMultiMaterial; } + set { _doMultiMaterial = value; } + } + + [SerializeField] + protected bool _doMultiMaterialSplitAtlasesIfTooBig = true; + public virtual bool doMultiMaterialSplitAtlasesIfTooBig + { + get { return _doMultiMaterialSplitAtlasesIfTooBig; } + set { _doMultiMaterialSplitAtlasesIfTooBig = value; } + } + + [SerializeField] + protected bool _doMultiMaterialSplitAtlasesIfOBUVs = true; + public virtual bool doMultiMaterialSplitAtlasesIfOBUVs + { + get { return _doMultiMaterialSplitAtlasesIfOBUVs; } + set { _doMultiMaterialSplitAtlasesIfOBUVs = value; } + } + + [SerializeField] + protected Material _resultMaterial; + public virtual Material resultMaterial + { + get { return _resultMaterial; } + set { _resultMaterial = value; } + } + + [SerializeField] + protected bool _considerNonTextureProperties = false; + public bool considerNonTextureProperties + { + get { return _considerNonTextureProperties; } + set { _considerNonTextureProperties = value; } + } + + [SerializeField] + protected bool _doSuggestTreatment = true; + public bool doSuggestTreatment + { + get { return _doSuggestTreatment; } + set { _doSuggestTreatment = value; } + } + + private MB3_TextureCombiner.CreateAtlasesCoroutineResult _coroutineResult; + public MB3_TextureCombiner.CreateAtlasesCoroutineResult CoroutineResult + { + get + { + return _coroutineResult; + } + } + +#if UNITY_2020_2_OR_NEWER + [NonReorderable] //see MB-136 for why this is here +#endif + public MB_MultiMaterial[] resultMaterials = new MB_MultiMaterial[0]; + +#if UNITY_2020_2_OR_NEWER + [NonReorderable] //see MB-136 for why this is here +#endif + public MB_MultiMaterialTexArray[] resultMaterialsTexArray = new MB_MultiMaterialTexArray[0]; + +#if UNITY_2020_2_OR_NEWER + [NonReorderable] //see MB-136 for why this is here +#endif + public MB_TextureArrayFormatSet[] textureArrayOutputFormats; + + +#if UNITY_2020_2_OR_NEWER + [NonReorderable] //see MB-136 for why this is here +#endif + public List objsToMesh; //todo make this Renderer + + public override List GetObjectsToCombine() + { + if (objsToMesh == null) objsToMesh = new List(); + if (objsToMesh.Count == 1 && objsToMesh[0] == null) objsToMesh.Clear(); + return objsToMesh; + } + + [ContextMenu("Purge Objects to Combine of null references")] + public override void PurgeNullsFromObjectsToCombine() + { + if (objsToMesh == null) + { + objsToMesh = new List(); + } + Debug.Log(string.Format("Purged {0} null references from objects to combine list.", objsToMesh.RemoveAll(obj => obj == null))); + } + + public MB_AtlasesAndRects[] CreateAtlases() + { + return CreateAtlases(null, false, null); + } + + public delegate void OnCombinedTexturesCoroutineSuccess(); + public delegate void OnCombinedTexturesCoroutineFail(); + public OnCombinedTexturesCoroutineSuccess onBuiltAtlasesSuccess; + public OnCombinedTexturesCoroutineFail onBuiltAtlasesFail; + public MB_AtlasesAndRects[] OnCombinedTexturesCoroutineAtlasesAndRects; + + public IEnumerator CreateAtlasesCoroutine(ProgressUpdateDelegate progressInfo, MB3_TextureCombiner.CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f) + { + yield return _CreateAtlasesCoroutine(progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame); + + if (coroutineResult.success && onBuiltAtlasesSuccess != null) + { + onBuiltAtlasesSuccess(); + } + + if (!coroutineResult.success && onBuiltAtlasesFail != null) + { + onBuiltAtlasesFail(); + } + } + + private IEnumerator _CreateAtlasesCoroutineAtlases(MB3_TextureCombiner combiner, ProgressUpdateDelegate progressInfo, MB3_TextureCombiner.CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f) + { + int numResults = 1; + if (_doMultiMaterial) + { + numResults = resultMaterials.Length; + } + + OnCombinedTexturesCoroutineAtlasesAndRects = new MB_AtlasesAndRects[numResults]; + for (int i = 0; i < OnCombinedTexturesCoroutineAtlasesAndRects.Length; i++) + { + OnCombinedTexturesCoroutineAtlasesAndRects[i] = new MB_AtlasesAndRects(); + } + + //Do the material combining. + for (int i = 0; i < OnCombinedTexturesCoroutineAtlasesAndRects.Length; i++) + { + Material resMatToPass = null; + List sourceMats = null; + if (_doMultiMaterial) + { + sourceMats = resultMaterials[i].sourceMaterials; + resMatToPass = resultMaterials[i].combinedMaterial; + combiner.fixOutOfBoundsUVs = resultMaterials[i].considerMeshUVs; + } + else + { + resMatToPass = _resultMaterial; + } + + MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult coroutineResult2 = new MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult(); + yield return combiner.CombineTexturesIntoAtlasesCoroutine(progressInfo, OnCombinedTexturesCoroutineAtlasesAndRects[i], resMatToPass, objsToMesh, sourceMats, texturePropNamesToIgnore, editorMethods, coroutineResult2, maxTimePerFrame, + onlyPackRects: false, splitAtlasWhenPackingIfTooBig: false); + coroutineResult.success = coroutineResult2.success; + if (!coroutineResult.success) + { + coroutineResult.isFinished = true; + yield break; + } + } + + unpackMat2RectMap(OnCombinedTexturesCoroutineAtlasesAndRects); + if (coroutineResult.success && editorMethods != null) editorMethods.GetMaterialPrimaryKeysIfAddressables(textureBakeResults); + //Save the results + textureBakeResults.resultType = MB2_TextureBakeResults.ResultType.atlas; + textureBakeResults.resultMaterialsTexArray = new MB_MultiMaterialTexArray[0]; + textureBakeResults.doMultiMaterial = _doMultiMaterial; + if (_doMultiMaterial) + { + textureBakeResults.resultMaterials = resultMaterials; + } + else + { + MB_MultiMaterial[] resMats = new MB_MultiMaterial[1]; + resMats[0] = new MB_MultiMaterial(); + resMats[0].combinedMaterial = _resultMaterial; + resMats[0].considerMeshUVs = _fixOutOfBoundsUVs; + resMats[0].sourceMaterials = new List(); + for (int i = 0; i < textureBakeResults.materialsAndUVRects.Length; i++) + { + resMats[0].sourceMaterials.Add(textureBakeResults.materialsAndUVRects[i].material); + } + textureBakeResults.resultMaterials = resMats; + } + + if (LOG_LEVEL >= MB2_LogLevel.info) Debug.Log("Created Atlases"); + } + + internal IEnumerator _CreateAtlasesCoroutineTextureArray(MB3_TextureCombiner combiner, ProgressUpdateDelegate progressInfo, MB3_TextureCombiner.CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f) + { + MB_TextureArrayResultMaterial[] bakedMatsAndSlices = null; + + // Validate the formats + if (textureArrayOutputFormats == null || textureArrayOutputFormats.Length == 0) + { + Debug.LogError("No Texture Array Output Formats. There must be at least one entry."); + coroutineResult.isFinished = true; + yield break; + } + + for (int i = 0; i < textureArrayOutputFormats.Length; i++) + { + if (!textureArrayOutputFormats[i].ValidateTextureImporterFormatsExistsForTextureFormats(editorMethods, i)) + { + Debug.LogError("Could not map the selected texture format to a Texture Importer Format. Safest options are ARGB32, or RGB24."); + coroutineResult.isFinished = true; + yield break; + } + } + + for (int resMatIdx = 0; resMatIdx < resultMaterialsTexArray.Length; resMatIdx++) + { + MB_MultiMaterialTexArray textureArraySliceConfig = resultMaterialsTexArray[resMatIdx]; + if (textureArraySliceConfig.combinedMaterial == null) + { + Debug.LogError("Material is null for Texture Array Slice Configuration: " + resMatIdx + "."); + coroutineResult.isFinished = true; + yield break; + } + + + List slices = textureArraySliceConfig.slices; + for (int sliceIdx = 0; sliceIdx < slices.Count; sliceIdx++) + { + for (int srcMatIdx = 0; srcMatIdx < slices[sliceIdx].sourceMaterials.Count; srcMatIdx++) + { + MB_TexArraySliceRendererMatPair sourceMat = slices[sliceIdx].sourceMaterials[srcMatIdx]; + if (sourceMat.sourceMaterial == null) + { + Debug.LogError("Source material is null for Texture Array Slice Configuration: " + resMatIdx + " slice: " + sliceIdx); + coroutineResult.isFinished = true; + yield break; + } + + if (slices[sliceIdx].considerMeshUVs) + { + if (sourceMat.renderer == null) + { + Debug.LogError("Renderer is null for Texture Array Slice Configuration: " + resMatIdx + " slice: " + sliceIdx + ". If considerUVs is enabled then a renderer must be supplied for each source material. The same source material can be used multiple times."); + coroutineResult.isFinished = true; + yield break; + } + } + else + { + // TODO check for duplicate source mats. + } + } + } + } + + // initialize structure to store results. For texture arrays the structure is two layers deep. + // First layer is resultMaterial / submesh (each result material can use a different shader) + // Second layer is a set of TextureArrays for the TextureProperties on that result material. + int numResultMats = resultMaterialsTexArray.Length; + bakedMatsAndSlices = new MB_TextureArrayResultMaterial[numResultMats]; + for (int resMatIdx = 0; resMatIdx < bakedMatsAndSlices.Length; resMatIdx++) + { + bakedMatsAndSlices[resMatIdx] = new MB_TextureArrayResultMaterial(); + int numSlices = resultMaterialsTexArray[resMatIdx].slices.Count; + MB_AtlasesAndRects[] slices = bakedMatsAndSlices[resMatIdx].slices = new MB_AtlasesAndRects[numSlices]; + for (int j = 0; j < numSlices; j++) slices[j] = new MB_AtlasesAndRects(); + } + + // Some of the slices will be atlases (more than one atlas per slice). + // Do the material combining for these. First loop over the result materials (1 per submeshes). + for (int resMatIdx = 0; resMatIdx < bakedMatsAndSlices.Length; resMatIdx++) + { + yield return MB_TextureArrays._CreateAtlasesCoroutineSingleResultMaterial(resMatIdx, bakedMatsAndSlices[resMatIdx], resultMaterialsTexArray[resMatIdx], + objsToMesh, + combiner, + textureArrayOutputFormats, + resultMaterialsTexArray, + customShaderProperties, + texturePropNamesToIgnore, + progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame); + if (!coroutineResult.success) yield break; + } + + if (coroutineResult.success) + { + // Save the results into the TextureBakeResults. + unpackMat2RectMap(bakedMatsAndSlices); + if (editorMethods != null) editorMethods.GetMaterialPrimaryKeysIfAddressables(textureBakeResults); + textureBakeResults.resultType = MB2_TextureBakeResults.ResultType.textureArray; + textureBakeResults.resultMaterials = new MB_MultiMaterial[0]; + textureBakeResults.resultMaterialsTexArray = resultMaterialsTexArray; + if (LOG_LEVEL >= MB2_LogLevel.info) Debug.Log("Created Texture2DArrays"); + } + else + { + if (LOG_LEVEL >= MB2_LogLevel.info) Debug.Log("Failed to create Texture2DArrays"); + } + } + + private IEnumerator _CreateAtlasesCoroutine(ProgressUpdateDelegate progressInfo, MB3_TextureCombiner.CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f) + { + MBVersionConcrete mbv = new MBVersionConcrete(); + this.OnCombinedTexturesCoroutineAtlasesAndRects = null; + + if (maxTimePerFrame <= 0f) + { + Debug.LogError("maxTimePerFrame must be a value greater than zero"); + coroutineResult.isFinished = true; + yield break; + } + MB2_ValidationLevel vl = Application.isPlaying ? MB2_ValidationLevel.quick : MB2_ValidationLevel.robust; + if (!DoCombinedValidate(this, MB_ObjsToCombineTypes.dontCare, null, vl)) + { + coroutineResult.isFinished = true; + yield break; + } + if (_doMultiMaterial && !_ValidateResultMaterials()) + { + coroutineResult.isFinished = true; + yield break; + } + else if (resultType == MB2_TextureBakeResults.ResultType.textureArray) + { + //TODO validate texture arrays. + } + else if (!_doMultiMaterial) + { + if (_resultMaterial == null) + { + Debug.LogError("Combined Material is null please create and assign a result material."); + coroutineResult.isFinished = true; + yield break; + } + Shader targShader = _resultMaterial.shader; + for (int i = 0; i < objsToMesh.Count; i++) + { + Material[] ms = MB_Utility.GetGOMaterials(objsToMesh[i]); + for (int j = 0; j < ms.Length; j++) + { + Material m = ms[j]; + if (m != null && m.shader != targShader) + { + Debug.LogWarning("Game object " + objsToMesh[i] + " does not use shader " + targShader + " it may not have the required textures. If not small solid color textures will be generated."); + } + + } + } + } + + MB3_TextureCombiner combiner = CreateAndConfigureTextureCombiner(); + combiner.saveAtlasesAsAssets = saveAtlasesAsAssets; + + OnCombinedTexturesCoroutineAtlasesAndRects = null; + if (resultType == MB2_TextureBakeResults.ResultType.textureArray) + { + yield return _CreateAtlasesCoroutineTextureArray(combiner, progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame); + if (!coroutineResult.success) yield break; + } + else + { + yield return _CreateAtlasesCoroutineAtlases(combiner, progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame); + if (!coroutineResult.success) yield break; + } + + //set the texture bake resultAtlasesAndRects on the Mesh Baker component if it exists + MB3_MeshBakerCommon[] mb = GetComponentsInChildren(); + for (int i = 0; i < mb.Length; i++) + { + mb[i].textureBakeResults = textureBakeResults; + } + + coroutineResult.isFinished = true; + } + + /// + /// Creates the atlases. + /// + /// + /// The atlases. + /// + /// + /// Progress info is a delegate function that displays a progress dialog. Can be null + /// + /// + /// if true atlases are saved as assets in the project folder. Othersise they are instances in memory + /// + /// + /// Texture format tracker. Contains editor functionality such as save assets. Can be null. + /// + public MB_AtlasesAndRects[] CreateAtlases(ProgressUpdateDelegate progressInfo, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null) + { + MB_AtlasesAndRects[] mAndAs = null; + + try + { + _coroutineResult = new MB3_TextureCombiner.CreateAtlasesCoroutineResult(); + MB3_TextureCombiner.RunCorutineWithoutPause(CreateAtlasesCoroutine(progressInfo, _coroutineResult, saveAtlasesAsAssets, editorMethods, 1000f), 0); + if (_coroutineResult.success && textureBakeResults != null) + { + mAndAs = this.OnCombinedTexturesCoroutineAtlasesAndRects; + } + } + catch (Exception ex) + { + Debug.LogError(ex.Message + "\n" + ex.StackTrace.ToString()); + } + finally + { + if (saveAtlasesAsAssets) + { //Atlases were saved to project so we don't need these ones + if (mAndAs != null) + { + for (int j = 0; j < mAndAs.Length; j++) + { + MB_AtlasesAndRects mAndA = mAndAs[j]; + if (mAndA != null && mAndA.atlases != null) + { + for (int i = 0; i < mAndA.atlases.Length; i++) + { + if (mAndA.atlases[i] != null) + { + if (editorMethods != null) editorMethods.Destroy(mAndA.atlases[i]); + else MB_Utility.Destroy(mAndA.atlases[i]); + } + } + } + } + } + } + } + + return mAndAs; + } + + void unpackMat2RectMap(MB_AtlasesAndRects[] rawResults) + { + List mss = new List(); + for (int i = 0; i < rawResults.Length; i++) + { + List map = rawResults[i].mat2rect_map; + if (map != null) + { + for (int j = 0; j < map.Count; j++) + { + map[j].textureArraySliceIdx = -1; + mss.Add(map[j]); + } + } + } + + textureBakeResults.version = MB2_TextureBakeResults.VERSION; + textureBakeResults.materialsAndUVRects = mss.ToArray(); + } + + internal void unpackMat2RectMap(MB_TextureArrayResultMaterial[] rawResults) + { + List mss = new List(); + for (int resMatIdx = 0; resMatIdx < rawResults.Length; resMatIdx++) + { + MB_AtlasesAndRects[] slices = rawResults[resMatIdx].slices; + for (int sliceIdx = 0; sliceIdx < slices.Length; sliceIdx++) + { + List map = slices[sliceIdx].mat2rect_map; + if (map != null) + { + for (int rectIdx = 0; rectIdx < map.Count; rectIdx++) + { + map[rectIdx].textureArraySliceIdx = sliceIdx; + mss.Add(map[rectIdx]); + } + } + } + } + + textureBakeResults.version = MB2_TextureBakeResults.VERSION; + textureBakeResults.materialsAndUVRects = mss.ToArray(); + } + + public MB3_TextureCombiner CreateAndConfigureTextureCombiner() + { + MB3_TextureCombiner combiner = new MB3_TextureCombiner(); + combiner.LOG_LEVEL = LOG_LEVEL; + combiner.atlasPadding = _atlasPadding; + combiner.maxAtlasSize = _maxAtlasSize; + combiner.maxAtlasHeightOverride = _maxAtlasHeightOverride; + combiner.maxAtlasWidthOverride = _maxAtlasWidthOverride; + combiner.useMaxAtlasHeightOverride = _useMaxAtlasHeightOverride; + combiner.useMaxAtlasWidthOverride = _useMaxAtlasWidthOverride; + combiner.customShaderPropNames = _customShaderProperties; + combiner.fixOutOfBoundsUVs = _fixOutOfBoundsUVs; + combiner.maxTilingBakeSize = _maxTilingBakeSize; + combiner.packingAlgorithm = _packingAlgorithm; + combiner.layerTexturePackerFastMesh = _layerTexturePackerFastMesh; + combiner.resultType = _resultType; + combiner.meshBakerTexturePackerForcePowerOfTwo = _meshBakerTexturePackerForcePowerOfTwo; + combiner.resizePowerOfTwoTextures = _resizePowerOfTwoTextures; + combiner.considerNonTextureProperties = _considerNonTextureProperties; + return combiner; + } + + public static void ConfigureNewMaterialToMatchOld(Material newMat, Material original) + { + if (original == null) + { + Debug.LogWarning("Original material is null, could not copy properties to " + newMat + ". Setting shader to " + newMat.shader); + return; + } + newMat.shader = original.shader; + newMat.CopyPropertiesFromMaterial(original); + ShaderTextureProperty[] texPropertyNames = MB3_TextureCombinerPipeline.shaderTexPropertyNames; + for (int j = 0; j < texPropertyNames.Length; j++) + { + Vector2 scale = Vector2.one; + Vector2 offset = Vector2.zero; + if (newMat.HasProperty(texPropertyNames[j].name)) + { + newMat.SetTextureOffset(texPropertyNames[j].name, offset); + newMat.SetTextureScale(texPropertyNames[j].name, scale); + } + } + } + + string PrintSet(HashSet s) + { + StringBuilder sb = new StringBuilder(); + foreach (Material m in s) + { + sb.Append(m + ","); + } + return sb.ToString(); + } + + bool _ValidateResultMaterials() + { + HashSet allMatsOnObjs = new HashSet(); + for (int i = 0; i < objsToMesh.Count; i++) + { + if (objsToMesh[i] != null) + { + Material[] ms = MB_Utility.GetGOMaterials(objsToMesh[i]); + for (int j = 0; j < ms.Length; j++) + { + if (ms[j] != null) allMatsOnObjs.Add(ms[j]); + } + } + } + + if (resultMaterials.Length < 1) + { + Debug.LogError("Using multiple materials but there are no 'Source Material To Combined Mappings'. You need at least one."); + } + + HashSet allMatsInMapping = new HashSet(); + for (int i = 0; i < resultMaterials.Length; i++) + { + for (int j = i + 1; j < resultMaterials.Length; j++) + { + if (resultMaterials[i].combinedMaterial == resultMaterials[j].combinedMaterial) + { + Debug.LogError(String.Format("Source To Combined Mapping: Submesh {0} and Submesh {1} use the same combined material. These should be different", i, j)); + return false; + } + } + + MB_MultiMaterial mm = resultMaterials[i]; + if (mm.combinedMaterial == null) + { + Debug.LogError("Combined Material is null please create and assign a result material."); + return false; + } + Shader targShader = mm.combinedMaterial.shader; + for (int j = 0; j < mm.sourceMaterials.Count; j++) + { + if (mm.sourceMaterials[j] == null) + { + Debug.LogError("There are null entries in the list of Source Materials"); + return false; + } + if (targShader != mm.sourceMaterials[j].shader) + { + Debug.LogWarning("Source material " + mm.sourceMaterials[j] + " does not use shader " + targShader + " it may not have the required textures. If not empty textures will be generated."); + } + if (allMatsInMapping.Contains(mm.sourceMaterials[j])) + { + Debug.LogError("A Material " + mm.sourceMaterials[j] + " appears more than once in the list of source materials in the source material to combined mapping. Each source material must be unique."); + return false; + } + allMatsInMapping.Add(mm.sourceMaterials[j]); + } + } + + if (allMatsOnObjs.IsProperSubsetOf(allMatsInMapping)) + { + allMatsInMapping.ExceptWith(allMatsOnObjs); + Debug.LogWarning("There are materials in the mapping that are not used on your source objects: " + PrintSet(allMatsInMapping)); + } + if (resultMaterials != null && resultMaterials.Length > 0 && allMatsInMapping.IsProperSubsetOf(allMatsOnObjs)) + { + allMatsOnObjs.ExceptWith(allMatsInMapping); + Debug.LogError("There are materials on the objects to combine that are not in the mapping: " + PrintSet(allMatsOnObjs)); + return false; + } + return true; + } +} + diff --git a/Assets/MeshBaker/scripts/MB3_TextureBaker.cs.meta b/Assets/MeshBaker/scripts/MB3_TextureBaker.cs.meta new file mode 100644 index 0000000..22191aa --- /dev/null +++ b/Assets/MeshBaker/scripts/MB3_TextureBaker.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 077f80fe3940dc7468ecec90989abe66 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crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + customData: + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spriteCustomMetadata: + entries: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/Images/timeline_1.1.png + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/README.txt b/Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/README.txt new file mode 100644 index 0000000..d4bb109 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/README.txt @@ -0,0 +1,89 @@ +===================================== +STYLIZED POTIONS PACK +Version 1.0.0 +MesshingAround +===================================== + +Thank you for purchasing Stylized Potions Pack! + +QUICK START GUIDE: +================== + +FOR URP PROJECTS: +----------------- +IMPORTANT - URP Setup: + +If colors look washed out or too bright: +1. Go to: Edit > Project Settings > Graphics +2. Select your URP Asset (e.g., PC_RPAsset) +3. Find "Post-processing" section +4. Uncheck "Tonemapping" + OR + Set Tonemapping Mode to "None" + +FOR BUILT-IN PROJECTS: +---------------------- +1. Open Demo Scene: + • Navigate to: Demo/Builtin/DemoScene_Builtin + • Press Play + +2. Explore prefabs in: Prefabs/Builtin/ + +3. Post-Processing Setup (Optional): + • Built-in demo does not include post-processing + • See Documentation for manual Post Processing Stack v2 setup + • URP version has post-processing ready to use + +PACKAGE CONTENTS: +================= +- 10 Unique Potion Models + 1 Alchemy table prop + 1 Potion display stand (18 total prefabs with variations per pipeline) +- 110 Color Gradients via LUT system +- 4 Custom Shaders per pipeline (URP + Built-in) +- Dynamic Liquid Fill System with physics +- Timeline Animation Support +- MaterialPropertyBlock Integration +- Full C# Source Code +- Demo Scenes (URP + Built-in) +- Complete HTML Documentation + +DUAL PIPELINE SUPPORT: +====================== +✓ Universal Render Pipeline (URP) +✓ Built-in Render Pipeline +✓ Identical functionality in both pipelines +✓ Separate, optimized shaders for each + +REQUIREMENTS: +============= +- Unity 6 LTS (6000.0.60f1 or newer) +- TextMeshPro (included by default in Unity 2020.1+) +- (Built-in) Post-processing Stack v2 for post-pro setup (see documentation) + +DOCUMENTATION: +============== +Full documentation available in: +- Documentation/StylizedPotions_Manual.html (open in browser) +- Complete setup guides, API reference, troubleshooting + +SUPPORT: +======== +Email: messhingaround@gmail.com +Response time: 48-72 hours* (business days) + +*Response time may vary depending on support workload. + +PLATFORM COMPATIBILITY: +======================= +✓ Fully Tested: Windows, WebGL, Android (11) +⚠ Should Work: macOS, iOS, Linux + +LICENSE: +======== +Standard Unity Asset Store EULA +✓ Commercial use allowed +✓ Modify freely +✗ Cannot resell or redistribute + +© 2025 MesshingAround. All Rights Reserved. + +Happy Creating! \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/README.txt.meta b/Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/README.txt.meta new file mode 100644 index 0000000..44bbf40 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/README.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: b06595e3791b258478a0ebd7b6cfc226 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/README.txt + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/StylizedPotions_Manual.html b/Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/StylizedPotions_Manual.html new file mode 100644 index 0000000..56b9c2a --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Documentation/Documentation/StylizedPotions_Manual.html @@ -0,0 +1,4670 @@ + + + + + + Stylized Potions Pack - Complete Documentation + + + +
+
+

STYLIZED POTIONS PACK

+
Complete Documentation - 77 Pages
+
+
Version 1.0.0
+
November 2025
+
Unity 6 LTS
+
Publisher: MesshingAround
+
+
+ + + +
+ +
+

1. Introduction

+ +

1.1 What's Included

+

Stylized Potions Pack is a complete 3D potion system featuring dynamic color customization, realistic liquid physics, and full Timeline animation support. Now fully compatible with both URP and Built-in Render Pipeline!

+ +
+
+

3D Models (12 total)

+
    +
  • 10 unique potion bottles
  • +
  • 1 alchemy table prop
  • +
  • 1 potion display stand
  • +
+
+ +
+

Shaders (8 total)

+

URP: 4 shaders URP

+

Built-in: 4 shaders Built-in

+
+ +
+

Scripts (6 total)

+
    +
  • 3 core runtime scripts
  • +
  • 2 custom editor scripts
  • +
  • 1 utility tool
  • +
+
+ +
+

110 Gradients

+
    +
  • 8 categories
  • +
  • LUT texture system
  • +
  • Real-time color switching
  • +
+
+
+ +

1.2 Features Overview

+ +
+

Dual Render Pipeline Support

+

Both URP and Built-in are fully functional with identical features. Same scripts work seamlessly in both pipelines with no code changes required.

+
+ +

1.3 Requirements

+ +
+

Minimum Requirements

+
    +
  • Unity: Unity 6 LTS (6000.0.60f1+)
  • +
  • Pipeline: URP OR Built-in
  • +
  • Graphics: DirectX 11+, Metal, Vulkan/GLES3
  • +
+
+ +
+

✓ Fully Tested URP and Built-in: Windows 10/11, WebGL, Android 11

+
+ +
+

⚠ (Not tested): macOS, iOS, Linux

+
+
+

🚨 Important First Steps

+ +

URP Users - READ THIS FIRST:

+

If colors look washed out: Settings > PC_RPAsset > Volumes > Uncheck "Tonemapping"

+ + +

Built-in Users:

+

You're good to go! Open the demo scene and start using the pack.

+

Optional: Configure Post Processing Stack v2 manually for enhanced visuals (see Section 2.3).

+
+
+ +
+

2. Quick Start Guide

+ +

Get started with Stylized Potions Pack in 5 minutes!

+ +

2.1 Import Package

+ +
    +
  1. Download the package from Unity Asset Store
  2. +
  3. Open your Unity 6 project (URP or Built-in)
  4. +
  5. Import via Package Manager or Assets menu
  6. +
  7. Wait for Unity to compile scripts and import assets
  8. +
+ +
+ Unity Package Manager importing Stylized Potions Pack +

Importing the Stylized Potions Pack via Unity Package Manager

+
+ +
+

Folder Structure After Import

+
Assets/
+└── MesshingAround/
+    ├── Animations/          # Timeline animations for Showcasing in Demo Scenes
+    │   ├── Builtin/         
+    │   └── URP/             
+    ├── DemoScene
+    │   ├── Builtin/         # Built-in showcase scene
+    │       └── PostProcess Profiles (BuiltIn)/      # Post_procss profile for BUILT-IN ONLY
+    │   └── URP/             # URP showcase scene
+    ├── Documentation/       # This HTML + README
+    ├── Materials/             
+    │   ├── Builtin/         # Built-in materials
+    │   └── URP/             # URP materials
+    ├── Meshes/              # FBX files
+    │   ├── Builtin/         # 12 meshes with proper materials assigned(for built-in)
+    │   └── URP/             # 12 meshes with proper materials assigned(for URP)
+    ├── Prefabs/             
+    │   ├── Builtin/         # 18 ready-to-use prefabs(for built-in)
+    │   └── URP/             # 18 ready-to-use prefabs(for URP)
+    ├── Scripts/             # C# scripts + Editor
+    │   ├── Editor/
+    ├── Settings/            # Volume Profile for post-process in URP
+    │   ├── Volume Profile (URP)/  
+    ├── Shaders/               
+    │   ├── Builtin/         # Builtin shaders
+    │   └── URP/             # URP ShaderGraphs
+    └── Textures/            # Grayscale + LUT textures
+        ├── Builtin/         # 12 pre-configured textures(for built-in)
+        └── URP/             # 12 pre-configured textures(for URP)
+ 
+
+ +
+

Important Notes

+
    +
  • Built-in users: Install Post Processing Stack v2 via Package Manager (for demo scene post-processing). Also install TMP Essentials for text management.
  • +
  • URP users: Install TMP Essentials for text management
  • +
  • Both pipelines: Core functionality works without any optional packages
  • +
+
+ +

2.2 Open Demo Scene

+ +

For URP Projects

+
    +
  1. Navigate to Assets/MesshingAround/DemoScene/URP/
  2. +
  3. Open StylizedPotions_Demo_URP scene
  4. +
  5. Observe Volume component for post-processing
  6. +
+ +
+ Demo Scene in Unity Editor Scene View +

Demo Scene showing potion setup and layout in Scene View

+
+ +

For Built-in Projects

+
    +
  1. Navigate to Assets/MesshingAround/DemoScene/BuiltIn/
  2. +
  3. Open StylizedPotions_Demo_BuiltIn scene
  4. +
  5. Install Post Processing Stack v2 if prompted
  6. +
  7. Observe Post Processing Profile and Post Process Volume
  8. +
+ +
+

What You'll See in Demo Scene

+ + +

Both demo scenes showcase:

+
    +
  • ✅ 16 different potion models
  • +
  • ✅ 1 Alchemy table prop
  • +
  • ✅ 1 Potion display stand
  • +
  • ✅ Animated liquid fill amounts
  • +
  • ✅ Dynamic color transitions using Timeline
  • +
  • ✅ Real-time liquid wobble physics
  • +
  • ✅ Different material variations (cork, metal, leather, glass)
  • +
  • ✅ 110 gradient colors cycling automatically
  • +
+ +
+
+

2.3 Post-Processing Setup (Built-in Only)

+ +
+

⚠️ Important for Built-in Users

+

Post-processing effects are NOT included in the Built-in demo scene to avoid dependency issues.

+

The demo scene will work correctly but won't have bloom/vignette effects like shown in the Unity Asset Store screenshots.

+
+ +

Why not included?

+
    +
  • Post Processing Stack v2 can cause missing references in clean projects
  • +
  • Layer conflicts across different Unity versions
  • +
  • Console errors on import in some configurations
  • +
+ +
+

To Match Store Visuals:

+
    +
  1. Install Post Processing Stack v2 from Package Manager
  2. +
  3. Follow the complete setup guide in Section 4: Built-in Post-Processing Setup
  4. +
  5. Takes approximately 5-10 minutes
  6. +
+
+ +
+

URP Users: This does not apply to you - URP demo scene has post-processing ready to use out of the box!

+
+
+

2.4 Test in Play Mode

+ +
    +
  1. Press Play in Unity Editor
  2. +
  3. Observe the automated showcase: +
      +
    • Fill Amount animation
    • +
    • Liquid wobble physics
    • +
    • Glass Color transitions
    • +
    • Liquid Color transitions
    • +
    • Material variations
    • +
    +
  4. +
  5. Try it yourself: +
      +
    • Select any potion GameObject in Hierarchy
    • +
    • Find Liquid.cs component in Inspector
    • +
    • Adjust Fill Amount slider (0-1)
    • +
    • Move the potion in Scene view to see wobble (Note: Wobble physics work best in Play Mode due to real-time calculations)
    • +
    +
  6. +
+ +
+

🎉 Congratulations! You've successfully imported and tested the package.

+
+ +

2.5 Using Prefabs

+ +

Quick Setup with Prefabs

+
    +
  1. Navigate to Assets/MesshingAround/Prefabs/ (use Built-in or URP acording to your pipeline)
  2. +
  3. Drag any potion prefab into your scene
  4. +
  5. Prefabs come pre-configured with: +
      +
    • ✅ Correct materials assigned
    • +
    • ✅ PotionTextureSetup component configured
    • +
    • ✅ Liquid component ready to use
    • +
    • ✅ Textures properly assigned
    • +
    +
  6. +
+ +

Available Prefabs

+
    +
  • Potion_00_SkullSmall
  • +
  • Potion_00_SkullSmall_Multicolor
  • +
  • Potion_01_SquareSmall
  • +
  • Potion_01_SquareSmall_HealingPotion
  • +
  • Potion_02_HeartSmall
  • +
  • Potion_02_HeartSmall_Ice
  • +
  • Potion_03_ThinSmall
  • +
  • Potion_03_ThinSmall_Poison
  • +
  • Potion_04_StarSmall
  • +
  • Potion_05_DiamondMedium
  • +
  • Potion_06_RoundMedium
  • +
  • Potion_07_GemBig
  • +
  • Potion_07_GemBig_Poison
  • +
  • Potion_08_ThinNeckBig
  • +
  • Potion_09_BottleBig
  • +
  • Potion_09_BottleBig_Multicolor
  • +
  • Alchemy_Table
  • +
  • Potions_Stand
  • +
+ +
+ Prefabs folder in Unity Project window +

Prefabs folder containing 18 ready-to-use potion prefabs

+
+ +
+

Switching Between Pipelines

+
    +
  • Prefabs and Materials are practically identical in both pipelines, use the corresponding assets acording to your pipeline.
  • +
  • For now, there's no automatic conversion from one pipeline to another.
  • +
+
+ +
+

3. Shaders Reference

+ +

3.1 Stylized Tint (URP & Built-in)

+ + +

Type:

+
    +
  • URP: Shader Graph (Lit, PBR)
  • +
  • Built-in: Surface Shader (StandardSpecular)
  • +
+ +

Purpose: Main shader for opaque potion parts with gradient-based coloring

+ +

Properties

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyTypePipelineDescriptionDefault
_GradientTexture (Built-in) / _GradientTexture_LUT (URP)Texture2DBothGradient lookup tableLUT_Gradients.png
_GradientIndexFloatBothGradient row selector (0-109)0
_GradientCountFloatBothTotal gradients in LUT110
_EmissionColorColor (HDR)BothEmission tintBlack
_EmissionStrengthFloatBothEmission intensity0
_Smoothness / _Smoothness_GlossyFloatBothSurface smoothness0
+ +
+ Stylized Tint shader Material Inspector +

Stylized Tint shader properties in Material Inspector

+
+ +
+

Usage

+
    +
  • Used for corks, metal bands, leather straps
  • +
  • Supports emission for glowing effects
  • +
  • Full PBR lighting in both pipelines
  • +
  • GPU Instancing compatible
  • +
+
+ +
+
+

Pipeline Differences

+
    +
  • URP: Uses Shader Graph with PBR lighting nodes
  • +
  • Built-in: Uses Surface Shader with StandardSpecular model
  • +
  • Result: Visually identical in both pipelines
  • +
  • Performance: Built-in may be slightly faster on older hardware
  • +
+
+ +
+

Configuration Notes

+
    +
  • Always assign both grayscale texture and LUT
  • +
  • _GradientIndex must be between 0-109
  • +
  • Higher smoothness = more reflective surface
  • +
  • Emission strength 0 = no glow, 1+ = visible glow
  • +
+
+
+ +

3.2 Stylized Tint OP (URP & Built-in)

+ +

Files:

+
    +
  • URP: Stylized_Tint_OP.shadergraph
  • +
  • Built-in: Stylized_Tint_OP(built-in).shader
  • +
+ +

Type:

+
    +
  • URP: Shader Graph (Lit, PBR, Transparent)
  • +
  • Built-in: Surface Shader (StandardSpecular, Alpha:Fade)
  • +
+ +

Purpose: PBR shader with gradient coloring AND full opacity control

+ +

Properties

+

Same as Stylized Tint, plus:

+ + + + + + + + + + + + + + + + + + + + +
PropertyTypePipelineDescriptionDefault
_Alpha / _TransparencyFloat (0-1)BothAlpha transparency value1.0
+
+ Stylized Tint OP shader Material Inspector showing Alpha parameter +

Stylized Tint OP shader with Alpha parameter for transparency control

+
+
+

Key Features

+
    +
  • Full alpha transparency (0 = invisible, 1 = opaque)
  • +
  • All PBR features from Stylized Tint
  • +
  • Transparent render queue (renders after opaques)
  • +
  • Gradient coloring works with transparency
  • +
+
+ +

When to Use

+
    +
  • Semi-transparent materials that need gradient colors
  • +
  • Fading effects on corks or bands
  • +
  • Special materials requiring partial opacity
  • +
  • NOT for glass (use Stylized Glass instead)
  • +
+ +
+

Differences from Stylized Tint

+
    +
  • Transparent rendering (proper depth sorting)
  • +
  • Alpha blending enabled
  • +
  • ZWrite Off in Built-in version
  • +
  • Slightly slower due to transparency calculations
  • +
+
+ +
+
+

Pipeline Differences

+
    +
  • URP: Uses _Transparency property name
  • +
  • Built-in: Uses _Alpha property name
  • +
  • Functionality: Identical in both pipelines
  • +
  • Rendering: Both use alpha blending
  • +
+
+
+ +

3.3 Stylized Glass (URP & Built-in)

+ + +

Type:

+
    +
  • URP: Shader Graph (UnLit, Transparent)
  • +
  • Built-in: Custom shader with lighting calculations
  • +
+ +

Purpose: Glass bottle shader with transparency and rim lighting

+ +

Properties

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyTypePipelineDescriptionDefault
_OuterRimpowerFloat (0-1)BothOuter rim intensity0.015
_OuterRimSmoothnessFloat (0-1)BothOuter rim line smoothnes0
_RimColorColorBothOuter Rim colouringWhite
_InnerRimPowerFloat (0-0.5)BothInner rim intensity0.131
_InnerRimSmoothnessFloat (0-0.5)BothInner rim line smoothnes0
_InnerRimColorColorBothInner Rim colouringWhite
_AlphaFloat (0-1)BothGlass transparency0.3
_MainTintColorColorBothGlass color tintWhite
_GradientIndexFloatBothGradient row selector (0-109)1
_GradientCountFloatBothTotal of gradients in LUT texture110
_LightCutoffFloat (0-1)BothSpecular light alpha cutoff0.160
_LightCutoffSmoothnessFloat (0-1)BothSpecular light alpha cutoff line smoothness0.6
_ViewSpecCutoffFloat (0-1)BothAlpha control from specular light generated from scene lights0
_SpecularColorColorBothSpecular highlight colorWhite
+ +
+ Stylized Glass shader Material Inspector +

Stylized Glass shader properties

+
+ +
+
+

Pipeline Differences

+
    +
  • Performance: Built-in version slightly lighter
  • +
+
+
+
+ Comparison between URP and Built-in pipelines +

Comparison between URP and Built-in pipelines

+
+

3.4 Liquid Effect (URP & Built-in)

+ + +

Type:

+
    +
  • URP: Shader Graph (Unlit, Transparent)
  • +
  • Built-in: Custom Unlit shader (Transparent)
  • +
+ +

Purpose: Animated liquid with wobble physics and foam

+ +

Properties

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyTypePipelineDescriptionDefault
_GradientTexture2D textureBothLUT textureLUT_Gradients.png
_TopColorColor (HDR)BothLiquid surface colorCyan
_Tint / _BottomColorColor (HDR)BothLiquid depth colorBlue
_MainTexture2D texture/td> + BothCustom Texture you want to includeNone
_GradientIndexFloatBothGradient row (0-109)0
_GradientCountFloatBothTotal gradients110
_FoamSmoothnessFloat (0-0.3)BothFoam edge smoothness0.02
_FoamSmoothnessFloat (0-0.3)BothFoam edge smoothness0.02
_FoamColorColor (HDR)BothFoam/edge colorWhite
_Line / _FoamWidthFloat (0-0.3)BothFoam thickness0.05
_Frecuency (Sine)Float (0-25)BothControl de frencuency of sine waves10
_Amplitude (Sine)Float (0-25)BothControl de amplitude (size) of sine waves10
_RimpowerFloat (0-5)BothControl the amount of fresnel effect0
_RimColorColor (HDR)BothRim colorWhite
+
+ Liquid Effect shader Material Inspector +

Liquid Effect shader properties including wobble, gradient, and color controls

+
+
+

Features

+
    +
  • Real-time wobble driven by Liquid.cs script
  • +
  • Gradient-based coloring using LUT
  • +
  • Procedural foam at liquid surface
  • +
  • Rim lighting for depth
  • +
  • Wave animation for dynamic surface
  • +
  • Transparent rendering with proper sorting
  • +
  • Works identically in both URP and Built-in
  • +
+
+ +
+

How It Works

+
    +
  1. Liquid.cs calculates wobble and fill position
  2. +
  3. Shader receives _WobbleX, _WobbleZ, _FillAmount via MaterialPropertyBlock
  4. +
  5. Vertex shader displaces vertices based on wobble
  6. +
  7. Fragment shader calculates liquid surface, foam, and colors
  8. +
+
+ +
+
+

Pipeline Differences

+
    +
  • Property Names: Some properties have different names (see table above)
  • +
  • Functionality: 100% identical behavior
  • +
  • Performance: Nearly identical in both pipelines
  • +
  • Visual Result: Indistinguishable
  • +
+
+ +
+

Important Notes

+
    +
  • Requires Liquid.cs script to function properly
  • +
  • Culling: Off (double-sided rendering)
  • +
  • Alpha Clipping enabled for sharp liquid surface
  • +
  • Performance: Medium (procedural calculations in shader)
  • +
+
+
+
+ +
+

4. Built-in Render Pipeline - Post-Processing Setup

+ +
+

Why Post-Processing is Not Included

+

Post-processing effects are not included in the Built-in package due to compatibility issues with Post Processing Stack v2 across different Unity versions and project configurations.

+

Issues that can occur when including Post Processing Stack v2:

+
    +
  • Missing references in the demo scene on clean projects
  • +
  • "PostProcessing" layer not found errors
  • +
  • Console warnings about undefined layers
  • +
  • Version conflicts between Unity releases
  • +
+

To ensure maximum compatibility, we've opted to let users set it up manually following these simple steps.

+
+ +

4.1 Visual Difference

+ +

Without post-processing:

+
    +
  • ❌ No bloom glow on liquids and glass
  • +
  • ❌ No vignette effect (darkened edges)
  • +
  • ❌ Flat lighting appearance
  • +
  • ❌ Colors appear less vibrant
  • +
+ +

With post-processing:

+
    +
  • ✅ Beautiful bloom glow matching URP visuals
  • +
  • ✅ Cinematic vignette effect
  • +
  • ✅ Enhanced colors and depth
  • +
  • ✅ Matches Unity Asset Store screenshots
  • +
+ +
+

Setup Time: 5-10 minutes following this guide

+
+ +

4.2 Step-by-Step Setup

+ +

Step 1: Install Post Processing Stack v2

+
    +
  1. Open Window → Package Manager
  2. +
  3. Search for "Post Processing" under Unity Registry
  4. +
  5. Click Install
  6. +
  7. Wait for Unity to compile
  8. +
+ +

Step 2: Create PostProcessing Layer

+
    +
  1. Go to Edit → Project Settings → Tags and Layers
  2. +
  3. Find the first empty layer slot
  4. +
  5. Click on it and type: PostProcessing
  6. +
  7. Press Enter to confirm
  8. +
+ +

Step 3: Create Post Process Profile

+
    +
  1. In the Project window, right-click in your desired folder
  2. +
  3. Select Create → Post-processing Profile
  4. +
  5. Name it: MyPostProcessProfile (or any name you prefer)
  6. +
+ +

Step 4: Configure Bloom Effect

+
    +
  1. Select your Post Process Profile in the Project window
  2. +
  3. In the Inspector, click Add effect... → Unity → Bloom
  4. +
  5. Configure the following settings:
  6. +
+ + + + + + + + + + + + + + + + + + + + + +
PropertyValueDescription
Intensity1.2Brightness of the bloom glow
Threshold0.85Minimum brightness to trigger bloom
+ +

Step 5: Configure Vignette Effect (Optional)

+
    +
  1. Click Add effect... → Unity → Vignette
  2. +
  3. Configure the following settings:
  4. +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyValueDescription
Color#3D00FFPurple/blue tint (or any color you prefer)
Intensity0.386Strength of edge darkening
Smoothness0.226Transition smoothness from center to edges
+ +
+

Tip: Vignette is optional but adds cinematic quality. Adjust values to your preference!

+
+ +

Step 6: Create Global Volume

+
    +
  1. In the Hierarchy, right-click and select 3D Object → Post-process Volume
  2. +
  3. Rename it to: Global Volume
  4. +
  5. In the Inspector, configure:
  6. +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyValueDescription
Is Global✓ CheckedApplies to entire scene
Weight1Full effect intensity
ProfileYour profile assetDrag your post-process profile here
+ +
    +
  1. Set the GameObject's Layer to PostProcessing using the Layer dropdown at the top of the Inspector
  2. +
+ +
+

⚠️ Critical Step

+

You MUST set the volume GameObject to the PostProcessing layer, or effects won't work!

+
+ +

Step 7: Configure Main Camera

+
    +
  1. Select Main Camera in the Hierarchy
  2. +
  3. In the Inspector, click Add Component
  4. +
  5. Search for and add: Post-process Layer
  6. +
  7. Configure the component:
  8. +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyValueDescription
LayerPostProcessing (your created layer)Which layer to process
TriggerThisUse camera position as trigger
Anti-aliasingNoneDisable to avoid conflicts
+ +

Step 8: Enable HDR (Important for Android)

+
    +
  1. Go to Edit → Project Settings → Graphics
  2. +
  3. Find Tier Settings → Android
  4. +
  5. Uncheck "Use Defaults"
  6. +
  7. Check "Use HDR"
  8. +
+ +
+

Why Enable HDR?

+

Without HDR enabled, bloom effects won't be visible on Android devices. This is required for mobile deployment.

+
+ +
+

✅ Done!

+

You should now see bloom and vignette effects in the Game view, matching the URP visual quality and Unity Asset Store screenshots.

+
+ +

4.3 Troubleshooting

+ +

Effects not visible in Game view?

+
+

Solution:

+
    +
  • Verify that Main Camera has Post-process Layer component
  • +
  • Check that Layer is set to PostProcessing
  • +
  • Confirm volume GameObject is on PostProcessing layer
  • +
  • Verify "Is Global" is checked on the volume
  • +
  • Check that Camera has HDR enabled in Camera component
  • +
+
+ +

Effects work in Scene view but not Game view?

+
+

Solution:

+
    +
  • Go to Edit → Project Settings → Graphics
  • +
  • Tier Settings → Your target platform
  • +
  • Enable HDR for that platform
  • +
+
+ +

Performance issues after adding post-processing?

+
+

Optimization Tips:

+
    +
  • Reduce Bloom Diffusion value (try 5 instead of 7)
  • +
  • Increase Bloom Threshold value (try 0.9 instead of 0.85)
  • +
  • Disable Vignette if not needed
  • +
  • Use Fast Mode in Bloom settings for mobile
  • +
+
+ +

4.4 Comparison: URP vs Built-in

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
FeatureURPBuilt-in
Post-Processing✅ Included by default⚠️ Manual setup required
Setup Time0 minutes (ready to use)5-10 minutes (follow this guide)
Visual Quality✅ Excellent✅ Excellent (when configured)
Performance✅ Optimized✅ Good (slightly older tech)
CompatibilityUnity 2021.3+Unity 2020.3+ (with Post Processing Stack v2)
+ +
+

Final Notes

+
    +
  • Both pipelines achieve identical visual results when post-processing is configured
  • +
  • This manual setup gives you full control over post-processing settings
  • +
  • You can adjust effect intensities to match your project's art style
  • +
  • Post-processing profile can be reused across different scenes
  • +
+
+
+ +
+

5. Scripts Reference

+ +

5.1 PotionTextureSetup

+ +

File: PotionTextureSetup.cs

+

Purpose: Assigns grayscale textures to materials automatically

+

Pipeline Support: Works identically in URP and Built-in

+ +

Component Properties

+ + + + + + + + + + + + + + + +
PropertyTypeDescription
Grayscale TextureTexture2DGrayscale texture for LUT coloring
+
+ PotionTextureSetup component in Inspector +

PotionTextureSetup component with "Prepare for Timeline" button for creating material instances

+
+

How It Works

+
    +
  1. Detects if object uses Material Instances or MaterialPropertyBlock
  2. +
  3. Assigns _GrayscaleTex to all compatible materials
  4. +
  5. Updates automatically when texture changes
  6. +
  7. Syncs with Liquid.cs if present
  8. +
  9. Pipeline-agnostic - works seamlessly in both URP and Built-in
  10. +
+ +

When to Use

+
    +
  • Always use on potion prefabs
  • +
  • Ensures correct texture assignment
  • +
  • Required for gradient system to work
  • +
  • No pipeline-specific configuration needed
  • +
+ +
+

Inspector Features

+
    +
  • Auto-detection of material instances
  • +
  • Warning messages if configuration is incorrect
  • +
  • Real-time updates in Edit Mode
  • +
  • "Prepare for Timeline" button for material instance creation
  • +
  • "Remove Instances" button to restore original materials
  • +
+
+ +

Timeline Preparation

+

For Timeline Animation:

+
    +
  1. Click "Prepare for Timeline" button
  2. +
  3. Material instances will be created
  4. +
  5. "(Instance)" suffix appears in material names
  6. +
  7. Ready for Timeline property animation
  8. +
+ +

To Restore:

+
    +
  1. Click "Remove Instances" button
  2. +
  3. Original shared materials restored
  4. +
  5. Better performance for non-animated objects
  6. +
+ +

5.2 Liquid

+ +

File: Liquid.cs

+

Purpose: Real-time liquid physics simulation with wobble and fill control

+

Pipeline Support: 100% compatible with both URP and Built-in

+ +

Component Properties

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyTypeRangeDescription
Update ModeEnum-Normal / Unscaled Time
Max WobbleFloat0-0.4Maximum wobble intensity
Wobble Speed MoveFloat0-1.5Wobble oscillation speed
Fill AmountFloat0-1Liquid fill percentage
Min FillFloat0-1Minimum fill position (to adjust liquid to any shape)
Max FillFloat0-1Maximum fill position (to adjust liquid to any shape)
RecoveryFloat0-2Wobble damping speed
ThicknessFloat0-5Wobble sensitivity threshold
Compensate Shape AmountFloat0-1Shape compensation factor (for asymmetrical complex shapes)
MeshMesh-Potion mesh (auto-assigned)
RendererRenderer-Renderer component (auto-assigned)
+
+ Liquid component in Inspector +

Liquid component with Fill Amount slider and physics settings

+
+

How It Works

+ +

Physics Calculation (Update loop):

+
    +
  1. Calculate velocity from position change
  2. +
  3. Calculate angular velocity from rotation change
  4. +
  5. Compute wobble amounts using sine wave
  6. +
  7. Apply damping for natural settling
  8. +
  9. Update fill position based on lowest mesh point
  10. +
+ +

Material Communication:

+
    +
  • Uses MaterialPropertyBlock for shared materials
  • +
  • Writes directly to Material Instances when present
  • +
  • Updates _WobbleX, _WobbleZ, _FillAmount properties
  • +
  • Works with both URP and Built-in shaders seamlessly
  • +
+ +
+

Performance Features

+
    +
  • Framerate-independent physics (v1.0.0 includes fix)
  • +
  • Velocity clamping prevents excessive wobble at high FPS
  • +
  • Conditional updates (only when moving)
  • +
  • Cached lowest point calculation (no per-frame mesh queries)
  • +
  • Forced 60 FPS cap for consistent physics
  • +
+
+ +

Usage Tips

+ +

Basic Setup:

+
// Attach to potion GameObject
+// Assign liquid material created with Liquid_Effect shader
+// Adjust Min and Max Fill and Fill Amount slider
+// Works automatically in both URP and Built-in!
+ +

Timeline Animation:

+
// Animate "Fill Amount" property in Timeline
+// Wobble physics work automatically during animation
+// No pipeline-specific setup needed
+ +

Runtime Control:

+
Liquid liquid = GetComponent<Liquid>();
+liquid.fillAmount = 0.75f; // 75% full
+liquid.MaxWobble = 0.05f;   // Increase wobble intensity
+ +
+

Framerate Fix (v1.0.0)

+

Problem Solved:

+
    +
  • High framerates (300+ FPS) caused excessive wobble
  • +
  • Velocity calculations were frame-dependent
  • +
+

Solution Implemented:

+
    +
  • Application.targetFrameRate = 60
  • +
  • QualitySettings.vSyncCount = 0
  • +
  • Velocity magnitude clamping
  • +
  • Delta time-based calculations
  • +
+
+ +
+

Known Limitations

+
    +
  • Requires Read/Write enabled on mesh (increases memory ~20%)
  • +
  • Physics calculations are approximate (not real fluid simulation)
  • +
  • Double-sided rendering on liquid shader (performance cost)
  • +
+
+ +
+

Pipeline Compatibility

+
    +
  • No code changes needed between pipelines
  • +
  • Property names handled automatically
  • +
  • MaterialPropertyBlock works in both pipelines
  • +
  • Timeline integration identical in URP and Built-in
  • +
+
+
+ Potion with Fill Amount steps +

Potions with the property "Fill Amount" at 0, 0.5 and 1 respectively

+
+

5.3 MaterialIndexController

+ +

File: MaterialIndexController.cs

+

Purpose: Enables independent gradient animation per material slot in Timeline

+

Pipeline Support: Fully compatible with URP and Built-in

+ +

Component Properties

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyTypeDescription
Index Material 0FloatGradient index for material slot 0
Index Material 1FloatGradient index for material slot 1
Index Material 2FloatGradient index for material slot 2
Index Material 3FloatGradient index for material slot 3
+
+ MaterialIndexController component in Inspector +

MaterialIndexController component showing independent gradient index sliders for multiple materials

+
+

When to Use

+ +

OPTIONAL for single material objects:

+
    +
  • Provides convenient slider for _GradientIndex
  • +
  • Can animate directly via Renderer > Material > _GradientIndex instead - ⚠️If you don't see the material changing when animated you may need to Play/Stop to see the result
  • +
+ +

REQUIRED for multi-material objects:

+
    +
  • Without it, Timeline animates _GradientIndex on ALL materials together
  • +
  • With it, each material slot can have independent animation
  • +
+ +

How It Works

+
    +
  1. Detects materials with _GradientIndex property
  2. +
  3. Checks if using Material Instances (required for Timeline)
  4. +
  5. Applies index values using MaterialPropertyBlock or Material Instances
  6. +
  7. Updates only when values change (performance optimized)
  8. +
  9. Pipeline-agnostic - works with both URP and Built-in shaders
  10. +
+ +
+

Custom Inspector Features

+

Automatic Detection:

+
    +
  • Shows material count with _GradientIndex
  • +
  • Displays helpful info messages
  • +
  • Warns if Material Instances are not created
  • +
  • No pipeline-specific warnings needed
  • +
+

Timeline Instructions:

+
    +
  • Provides step-by-step animation guide
  • +
  • Different instructions for single vs multiple materials
  • +
  • Identical workflow in URP and Built-in
  • +
+
+ +

Setup Workflow

+ +

Step 1: Create Material Instances

+
    +
  1. Find 'PotionTextureSetup' component
  2. +
  3. Click 'Prepare for Timeline' button
  4. +
  5. Material Instances will be created automatically
  6. +
+ +

Step 2: Add MaterialIndexController

+
    +
  1. Add MaterialIndexController.cs component to the GameObject
  2. +
  3. Adjust individual index sliders
  4. +
  5. Each material now has independent control
  6. +
+ +

Step 3: Animate in Timeline

+
    +
  1. Create Animation Track in Timeline
  2. +
  3. Drag GameObject to track
  4. +
  5. Add properties: 'Index Material 0', 'Index Material 1', etc. (or enable recording and change the slider values)
  6. +
  7. Each material animates independently!
  8. +
+ +

5.4 ClearGrayscaleTextures (Optional Utility)

+ +

File: ClearGrayscaleTextures.cs

+

Type: Editor-only utility tool

+

Purpose: Clears _GrayscaleTex from material previews

+

Location: Tools > MesshingAround > Clear GrayscaleTex from Materials

+ +

What It Does

+

This optional editor tool removes the _GrayscaleTex property from all materials in your project. This is purely cosmetic and affects only the material preview thumbnails in the Project window.

+ +
+

When to Use

+

Use this tool if:

+
    +
  • ✅ Material previews show unwanted UV patterns
  • +
  • ✅ You prefer clean, gradient-colored previews
  • +
  • ✅ You have TOC (perfectionism) about material appearance
  • +
+

DO NOT use if:

+
    +
  • ❌ You're actively testing materials
  • +
  • ❌ You don't mind the grayscale texture in previews
  • +
  • ❌ You're worried about accidentally breaking materials
  • +
+
+ +

How It Works

+
    +
  1. Opens editor window: Tools > MesshingAround > Clear GrayscaleTex from Materials
  2. +
  3. Scans ALL materials in project
  4. +
  5. Finds materials with _GrayscaleTex property
  6. +
  7. Sets texture to null (clears it)
  8. +
  9. Saves changes to project
  10. +
+ +
+

Safety Features

+

Warnings Displayed:

+
    +
  • ⚠️ Material Instances: May need to be recreated after clearing
  • +
  • ⚠️ White Materials: Scene materials appear white until Play Mode
  • +
  • ⚠️ Project-Wide: Affects ALL materials with _GrayscaleTex
  • +
+

Confirmation Dialog:

+
    +
  • Requires explicit confirmation before running
  • +
  • Shows clear warnings about consequences
  • +
  • Option to cancel at any time
  • +
+
+ +

After Running

+

Expected Behavior:

+
    +
  1. Material previews in Project window: Clean, gradient-colored
  2. +
  3. Materials in scene: May appear white temporarily
  4. +
  5. Runtime behavior: Unchanged - PotionTextureSetup re-applies textures automatically
  6. +
+ +

Recovery Steps:

+
    +
  1. Enter Play Mode and Stop (refreshes materials)
  2. +
  3. If still white, re-assign material to Renderer
  4. +
  5. If using Timeline, re-run "Prepare for Timeline" if needed
  6. +
+ +
+

Important Notes

+

This Tool is OPTIONAL:

+
    +
  • ✅ Core functionality works WITHOUT using this tool
  • +
  • ✅ It's purely for visual cleanliness in Editor
  • +
  • ✅ Does NOT affect runtime behavior
  • +
  • ✅ PotionTextureSetup will re-apply textures at runtime
  • +
+
+ +
+

This Tool is INTRUSIVE:

+
    +
  • ⚠️ Modifies materials project-wide
  • +
  • ⚠️ Cannot be undone (backup recommended)
  • +
  • ⚠️ May require manual fixes for Material Instances
  • +
+

When NOT to Use:

+
    +
  • Never use mid-production without backup
  • +
  • Don't use if you're unfamiliar with material system
  • +
  • Avoid if you have custom workflows dependent on _GrayscaleTex
  • +
+
+ +
+

Pipeline Compatibility

+
    +
  • ✅ Works with both URP and Built-in materials
  • +
  • ✅ Detects _GrayscaleTex property in any shader
  • +
  • ✅ No pipeline-specific behavior
  • +
+
+
+ + +
+

6. Setup from Scratch

+ +

6.1 Texture Configuration

+

Grayscale textures must be configured correctly for the gradient system to work.

+ +

Import Settings

+
Texture Type: Single Channel
+Texture Shape: 2D
+Channel: Red
+Advanced:
+  Generate Mip Maps: OFF  ⚠️ CRITICAL
+  Wrap Mode: Clamp
+  Filter Mode: Point (no filter)
+
+  Max Size: 1024 (or your textures resolution)
+  Format: Automatic
+  Resize Alhorithm: Mitchell
+  Compression: None  ⚠️ CRITICAL
+
+Why: We use the R channel to calculate where the gradients should be painted. 
+Advanced and Compression settings will distort or generate visual errors if not configured like that.
+ 
+ +
+ Grayscale texture import settings +

CRITICAL: Grayscale texture settings

+
+
+

Why These Settings Matter

+
    +
  • Generate Mip Maps OFF: Prevents color banding in gradient lookup
  • +
  • Wrap Mode Clamp: Prevents edge bleeding in LUT sampling
  • +
  • Filter Mode Point: Sharp gradient transitions (stylized look)
  • +
  • Compression None: Preserves grayscale accuracy
  • +
+
+ +

6.2 Model Import Settings

+ +
+

⚠️ CRITICAL: Read/Write Must Be ON

+
Model Import Settings:
+Meshes:
+  ✓ Read/Write: ON  ⚠️ CRITICAL FOR LIQUID SHADER
+  
+Why: Liquid.cs needs mesh access to calculate fill position
+Trade-off: Increases memory usage by ~20% per model
+Required: For liquid physics to work in BOTH pipelines
+
+ +

6.3 Material Creation

+ +

Shader Assignment by Pipeline

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Material TypeURP ShaderBuilt-in Shader
Cork/Metal/Leather...Stylized Tint (URP)Stylized Tint (Built-in)
Semi-Transparent materialsStylized Tint OP (URP)Stylized Tint OP (Built-in)
Glass, Plastic bottle...Stylized Glass (URP)Stylized Glass (Built-in)
LiquidsLiquid Effect (URP)Liquid Effect (Built-in)
+ + +
+

7. Timeline Animation

+ +

Animate potions dynamically using Unity's Timeline system. Works identically in both URP and Built-in!

+ +

7.1 Setup Timeline

+ +

Create and configure a Timeline sequence.

+ +

Timeline Creation

+ +

1. Create Timeline Asset

+
    +
  1. Select GameObject in Hierarchy
  2. +
  3. Window > Sequencing > Timeline
  4. +
  5. Click "Create" in Timeline window
  6. +
  7. Save as: [Name]_Timeline
  8. +
+ +

2. Add Animation Track

+
    +
  1. Click "+" in Timeline window
  2. +
  3. Select "Animation Track"
  4. +
  5. Drag GameObject to track (binds automatically)
  6. +
+ +

3. Record Animation

+
    +
  1. Click red Record button
  2. +
  3. Move playhead to desired time
  4. +
  5. Adjust properties in Inspector
  6. +
  7. Keyframes created automatically
  8. +
+
+ Unity Timeline window showing gradient animation setup +

Timeline window showing animation tracks for potion color transitions

+
+
+

Pipeline Note: Property animations works identically in URP and Built-in

+
+ +

7.2 Material Instances

+ +

Material Instances are required for Timeline to animate material properties.

+ +

Why Material Instances?

+
+
+

Without Instances

+
    +
  • Timeline modifies the SHARED material asset
  • +
  • All objects using that material change together
  • +
  • Changes affect ALL objects in the project
  • +
  • Cannot animate different objects independently
  • +
+
+
+

With Instances

+
    +
  • Timeline creates unique material copies per object
  • +
  • Each object has independent material properties
  • +
  • Instances are SAVED with scene/prefab (persistent)
  • +
  • Can animate different colors/properties per potion
  • +
+
+
+ +
+

Important: Material Instances are Persistent

+

When you create material instances using the "Prepare for Timeline" button:

+
    +
  • ✅ Instances are saved with the scene/prefab
  • +
  • ✅ They persist after scene reload
  • +
  • ✅ They work in both Edit Mode and Play Mode
  • +
  • ✅ You can animate them in Timeline immediately
  • +
  • ✅ Changes are not temporary - they're permanent scene data
  • +
+
+ +
+

When Instances ARE Temporary

+

Material instances are only temporary when created at runtime by code (not by Timeline):

+
    +
  • If a script creates instances during Play Mode
  • +
  • These instances are destroyed when Play Mode stops
  • +
  • This does NOT apply to instances created with "Prepare for Timeline"
  • +
+
+ +

Creating Material Instances

+

Automatic Method (Recommended):

+
    +
  1. Select GameObject with Renderer
  2. +
  3. Find PotionTextureSetup component
  4. +
  5. Click "Prepare for Timeline" button
  6. +
  7. Material Instances created automatically
  8. +
+ +

Manual Method:

+
    +
  1. Select GameObject in Hierarchy
  2. +
  3. Inspector > Renderer > Materials
  4. +
  5. Drag material from Project to material slot
  6. +
  7. Unity creates instance automatically if needed for Timeline
  8. +
+ +

Material Instance Behavior

+

When Created with "Prepare for Timeline":

+
    +
  • Instances are saved with scene/prefab
  • +
  • Persist after scene reload
  • +
  • Can be animated in Timeline immediately
  • +
  • "(Instance)" suffix appears in material name
  • +
+ +

In Play Mode:

+
    +
  • Instances work identically to Edit Mode
  • +
  • Timeline can modify properties freely
  • +
  • Changes are visible in real-time
  • +
+ +
+

✅ Benefits of Material Instances

+
    +
  • Each object can have different animated properties
  • +
  • No conflicts between Timeline animations on different objects
  • +
  • Original shared material remains unchanged
  • +
  • PotionTextureSetup manages instances automatically
  • +
+
+ +

Removing Material Instances

+

If you want to restore the original shared materials:

+
    +
  1. Select GameObject
  2. +
  3. Find PotionTextureSetup component
  4. +
  5. Click "Remove Instances" button
  6. +
  7. Original materials restored
  8. +
+ +
+

When to Remove Instances

+
    +
  • ⚠️ Object doesn't need Timeline animation
  • +
  • ⚠️ Want to save memory (instances use slightly more memory)
  • +
  • ⚠️ Want changes to affect all objects sharing the material
  • +
  • ✅ Use "Remove Instances" button to restore shared materials
  • +
+
+ +
+

Pipeline Compatibility

+
    +
  • ✅ Material Instances work in both URP and Built-in
  • +
  • ✅ Same workflow for both pipelines
  • +
  • ✅ No pipeline-specific considerations
  • +
+
+ +

7.3 MaterialIndexController Usage

+ +

Use MaterialIndexController to animate gradients independently per material.

+ +

Single Material (Optional)

+ +

For objects with only 1 material:

+ +

Without MaterialIndexController:

+
Timeline > Animation Track
+Animate: Renderer > Material > _GradientIndex
+Works in both URP and Built-in
+⚠️ If you generate keys with this method and and the animations doesn't work, make a play/stop to fix it.
+ +

With MaterialIndexController:

+
Timeline > Animation Track  
+Animate: MaterialIndexController > Index Material 0
+(Provides cleaner inspector slider)
+Identical in both pipelines
+ +

Multiple Materials (Required)

+ +

For objects with 2+ materials that need independent gradient animation:

+ +

Setup:

+
    +
  1. Add MaterialIndexController component
  2. +
  3. Create Material Instances (Prepare for Timeline)
  4. +
  5. Timeline > Animation Track
  6. +
  7. Animate: +
      +
    • Index Material 0 (Cork gradient)
    • +
    • Index Material 1 (Metal gradient)
    • +
    • Index Material 2 (Liquid gradient)
    • +
    • etc.
    • +
    +
  8. +
+ +
+
+

Without MaterialIndexController

+
    +
  • All materials change to same gradient together
  • +
  • Cannot animate independently
  • +
+
+ +
+

With MaterialIndexController

+
    +
  • Each material slot has independent control
  • +
  • Full creative control
  • +
+
+
+ +

Animation Example

+ +

Health → Poison Transition:

+
Time 0s:
+  Index Material 0 (Cork): 10 (Red cork)
+  Index Material 1 (Liquid): 28 (Red liquid)
+
+Time 2s:
+  Index Material 0 (Cork): 15 (Green cork)
+  Index Material 1 (Liquid): 42 (Green liquid)
+
+Result: Color changes over 2 seconds 
+Works identically in URP and Built-in!
+
+(note, as you are animating a float value, you are not animating a smooth color transition, we recommend 
+to select keys and r.click > both tangents > Constant to change from initial color to desired one, 
+otherwise you will step into every index float between your initial color and the final one.) 
+
+ +

Timeline Animation Tips

+ +

Preview in Edit Mode:

+
    +
  • Timeline preview can be unreliable with Material Instances
  • +
  • Always test in Play Mode for accurate results
  • +
  • Same limitation in both URP and Built-in
  • +
+ +
+

Pipeline Note: Timeline integration is 100% identical in URP and Built-in

+
+
+ +

7.5 Understanding Gradient Index Animation

+ +
+

⚠️ CRITICAL: How Gradient Index Works

+

_GradientIndex is NOT a color value - it's an integer selector for which gradient row to use from the texture.

+

Each gradient is completely different from the next one. There is NO smooth color transition possible when animating the index.

+
+ +

The Problem with Default Timeline Interpolation

+ +

When you create keyframes in Timeline, Unity uses Linear interpolation by default. This causes major issues with gradient index animation.

+ +
+
+

❌ What Happens (Default Behavior)

+

Timeline Setup:

+
Keyframe 1: Index 23 (at 0s)
+Keyframe 2: Index 60 (at 2s)
+

What Actually Happens:

+
0.0s → Index 23
+0.05s → Index 24
+0.10s → Index 25
+0.15s → Index 26
+...
+1.95s → Index 59
+2.0s → Index 60
+

Result: The material rapidly flickers through 37 completely different gradients in 2 seconds. This looks chaotic and broken because each gradient has totally different colors.

+
+ +
+

✅ What You Actually Want

+

Timeline Setup (Fixed):

+
Keyframe 1: Index 23 (at 0s) [Constant]
+Keyframe 2: Index 60 (at 2s)
+

What Actually Happens:

+
0.0s → Index 23
+...
+1.99s → Index 23
+2.0s → Index 60 (instant jump)
+

Result: Material stays at Index 23 for 2 seconds, then instantly changes to Index 60 at exactly 2 seconds. This is the correct behavior.

+
+
+ +

How to Fix This: Constant Interpolation

+ +
+

ALWAYS use Constant interpolation for gradient index keyframes:

+
    +
  1. Open Timeline window
  2. +
  3. Find your gradient index keyframes
  4. +
  5. Right-click on the FIRST keyframe of the pair
  6. +
  7. Select "Both Tangents → Constant"
  8. +
  9. The keyframe will change from a diamond shape to a square shape
  10. +
+
+ +
+

Visual Indicator

+

After setting to Constant, the Timeline curve will show:

+
    +
  • A flat horizontal line (no slope)
  • +
  • A sudden vertical jump at the keyframe time
  • +
  • Square-shaped keyframe icon instead of diamond
  • +
+

This confirms the index will hold its value until the keyframe, then instantly jump to the next value.

+
+ +

Example: Brewing Animation

+ +

Correct Setup with Instant Changes:

+
Timeline Track: MaterialIndexController - "Index Material 3" (Liquid)
+
+0.0s  → Index 60  (Grass_Dark)      [Constant tangent]
+1.0s  → Index 75  (Arcane_Purple)   [Constant tangent]
+2.0s  → Index 90  (Blood_Crimson)   [Constant tangent]
+3.0s  → Index 31  (Gem_Sapphire)
+
+Result: 
+- Green liquid for 1 second
+- Instant change to purple for 1 second
+- Instant change to red for 1 second
+- Instant change to blue
+ +

Why Can't You Make Smooth Color Transitions?

+ +
+

Because you're not animating a color - you're animating which gradient texture row to read.

+

Example gradients in sequence:

+
    +
  • Index 23: Metal_Obsidian (black)
  • +
  • Index 24: Metal_RoseGold (pink)
  • +
  • Index 25: Cork_Light (tan)
  • +
  • Index 26: Cork_Dark (brown)
  • +
+

These are completely unrelated colors. Animating from 23 to 26 will just flicker through black → pink → tan → brown rapidly. There is no "smooth transition" possible.

+
+ +

What If I Need Smooth Color Transitions?

+ +

If you need a smooth fade between two colors, you have two options:

+ +
+

Option 1: Animate Color Properties Directly

+

Instead of animating _GradientIndex, animate the shader's color properties in Timeline:

+
    +
  • Animate Top Color in the liquid material
  • +
  • Animate Bottom Color in the liquid material
  • +
  • This gives you smooth RGB color transitions
  • +
  • Requires Material Instances (cannot use MaterialPropertyBlock)
  • +
+
+ +
+

Option 2: Create Custom Gradient Rows

+

Edit the LUT texture to add a custom sequence of gradients that fade smoothly:

+
    +
  • Add new rows to the gradient texture with colors that gradually transition
  • +
  • Example: Row 110 = Red, Row 111 = Red-Orange, Row 112 = Orange, etc.
  • +
  • Then animate Index 110 → 115 with Linear interpolation
  • +
  • See Section 8.1 - Custom Gradient Colors
  • +
+
+ +

Summary

+ +
+
    +
  • ALWAYS use Constant interpolation for gradient index keyframes
  • +
  • ✅ Right-click keyframe → Both Tangents → Constant
  • +
  • ✅ This creates instant jumps between gradients (correct behavior)
  • +
  • ❌ Linear interpolation causes chaotic flickering (wrong behavior)
  • +
  • ❌ You cannot make smooth color transitions by animating the index
  • +
  • 💡 For smooth fades: animate color properties directly, not the index
  • +
+
+ +
+

8. Advanced Topics

+ +

8.1 Custom Gradients (LUT)

+ +

Add your own gradient colors to the LUT texture.

+ +

LUT Structure

+ +

Current LUT: 256x110 pixels

+
    +
  • Width (256px): Gradient transition (color spectrum)
  • +
  • Height (110px): 110 different gradients (rows 0-109)
  • +
+ +

Adding New Gradients

+ +

Method 1: Modify Existing LUT

+
    +
  1. Open: Textures/LUT_textures/GradientLUT_256x110.tga
  2. +
  3. Image editor: Photoshop, GIMP, Krita, etc.
  4. +
  5. Add new row at top (add a 1px height) (increases height to 111px)
  6. +
  7. Paint gradient ONLY in that new pixel line: Left → Right (desired colors)
  8. +
  9. Save as .TGA/PNG file
  10. +
  11. Reimport to Unity
  12. +
  13. ⚠️ Update _GradientCount in ALL materials: 111
  14. +
  15. New gradient accessible at index 110
  16. +
  17. If you want to permanently save the 111 index count, you must edit the shaders default value from 110 to 111 (or more if you created new ones)
  18. +
+ +

Method 2: Create New LUT

+
    +
  1. Create image: 256x[N] pixels (N = number of gradients)
  2. +
  3. Each row (px)= one gradient
  4. +
  5. Each gradient: 256 pixel horizontal transition
  6. +
  7. Create a new gradient from left to right
  8. +
  9. Save as .TGA/PNG
  10. +
  11. Import to Unity with correct settings
  12. +
  13. Update _GradientCount in all materials
  14. +
+ +

LUT Texture Settings

+
Texture Type: Default (Color Texture)
+Texture Shape 2D
+sRGB: ON (for color accuracy)
+Alpha Source: None
+Advanced:
+Non-Powe of 2: None ⚠️ CRITICAL
+Generate Mip Maps: OFF ⚠️ CRITICAL
+Wrap Mode: Clamp
+Filter Mode: Point (no filter)
+Max Size: Match texture dimensions
+Resize: Mitchell
+Format: Automatic
+Compression: None
+
+ +
+

Pipeline Note: LUT texture settings are IDENTICAL for URP and Built-in

+
+ +

Gradient Design Tips

+ +

Stylistic Consistency:

+
    +
  • Match art style of existing gradients
  • +
  • Consider color harmony across all gradients
  • +
  • Test in various lighting conditions
  • +
+ +

Technical Requirements:

+
    +
  • Smooth transitions (avoid hard edges)
  • +
  • 256 pixels wide minimum (can be wider)
  • +
+ +

Using Custom Gradients

+
    +
  1. Assign new LUT to material: _GradientTexture or _GradientTexture_LUT
  2. +
  3. Update _GradientCount to match new row count
  4. +
  5. Set _GradientIndex to new gradient row
  6. +
  7. Test across all material types
  8. +
  9. Works in both URP and Built-in automatically!
  10. +
+ +

8.2 Custom 3D Models

+ +

Use your own 3D models with the potion shader system.

+ +

Model Requirements

+ +

Geometry:

+
    +
  • Low-poly recommended: 500-2000 tris (performance)
  • +
  • Clean topology: Avoid ngons, overlapping faces
  • +
  • Proper normals: Smooth where needed
  • +
+ +

UV Mapping:

+
    +
  • Channel 0 (UVMap): Required for texture projection
  • +
  • Proper unwrapping: Minimal stretching
  • +
  • 0-1 UV space: No negative or >1 UVs
  • +
+ +

Materials:

+
    +
  • One material slot per visual component
  • +
  • Example: Cork, Metal, Glass, Liquid = 4 slots
  • +
+ +

Workflow

+ +

Step 1: Modeling (Blender/Maya/3ds Max)

+
    +
  1. Model bottle shape
  2. +
  3. Separate components: Cork, Glass, Liquid
  4. +
  5. UV unwrap each component
  6. +
  7. Export as FBX: +
      +
    • Apply modifiers
    • +
    • Triangulate
    • +
    • Y-up, -Z forward
    • +
    +
  8. +
+ +

Step 2: Unity Import

+
    +
  1. Import FBX to Unity
  2. +
  3. Model import settings: +
      +
    • ✓ Read/Write: ON (for liquid shader)
    • +
    • ✓ Generate Colliders: Optional
    • +
    +
  4. +
+ +

Step 3: Texture Creation

+
    +
  1. Bake AO/curvature to grayscale texture or directly handpaint textures 1 difusse/base color map
  2. +
  3. Hand-paint details in grayscale
  4. +
  5. Save as 1024x1024 .TGA
  6. +
  7. Import to Unity with proper settings (see 5.1)
  8. +
+ +

Step 4: Material Assignment (Choose Pipeline)

+ +

For URP:

+
    +
  1. Create materials with URP shaders
  2. +
  3. Assign: +
      +
    • Cork, Metal, other materials you've created: Stylized Tint / Stylized Tint OP (URP)
    • +
    • Glass: Stylized Glass (URP)
    • +
    • Liquid: Liquid Effect (URP)
    • +
    +
  4. +
  5. Assign textures and LUT
  6. +
  7. Set _GradientIndex
  8. +
+ +

For Built-in:

+
    +
  1. Create materials with Built-in shaders
  2. +
  3. Assign: +
      +
    • Cork, Metal, other materials you've created: Stylized Tint / Stylized Tint OP (URP)
    • +
    • Glass: Stylized Glass (Built-in)
    • +
    • Liquid: Liquid Effect (Built-in)
    • +
    +
  4. +
  5. Assign textures and LUT
  6. +
  7. Set _GradientIndex
  8. +
+ +

Step 5: Script Setup

+
    +
  1. Add PotionTextureSetup to all meshes you have (assign grayscale texture)
  2. +
  3. Add Liquid.cs component to your Liquid material
  4. +
  5. Configure Fills ranges
  6. +
  7. Test wobble physics
  8. +
+ +
+

Pipeline: Scripts work identically in both!

+
+ +

Special Considerations

Liquid Mesh Shape:

+
    + +

    Liquid Mesh Shape:

    +
      +
    • Should match interior of bottle
    • +
    • Slightly smaller than glass mesh (no z-fighting)
    • +
    • Flat top surface for clean fill line
    • +
    + +

    Glass Transparency:

    +
      +
    • Avoid excessive overlap (sorting issues)
    • +
    • Keep geometry simple
    • +
    • Test from multiple angles
    • +
    + +

    Cork/Cap:

    +
      +
    • Can be separate GameObject (easy to hide/show)
    • +
    • Add hinge joint for physics interaction
    • +
    + +

    Testing Checklist

    +
      +
    • ✓ Liquid fills from bottom to top correctly
    • +
    • ✓ Wobble physics feel natural
    • +
    • ✓ Gradient colors display properly
    • +
    • ✓ Glass transparency sorts correctly
    • +
    • ✓ Performance acceptable (draw calls, tris)
    • +
    • ✓ Works in target pipeline (URP or Built-in)
    • +
    + +
    +

    Pipeline Note: Custom models work identically in URP and Built-in once appropriate materials are assigned.

    +
    + +

    8.3 MaterialPropertyBlock (MPB)

    + +
    +

    ✅ Automatic - No Configuration Needed

    +

    MaterialPropertyBlock is already integrated into all scripts and works automatically. You don't need to enable, disable, or configure anything - it just works out of the box for optimal performance.

    +
    + +

    What is MaterialPropertyBlock?

    + +

    MaterialPropertyBlock (MPB) is Unity's built-in system for:

    +
      +
    • Overriding material properties per-renderer
    • +
    • Without creating material copies
    • +
    • Maintaining GPU Instancing batching
    • +
    • Reducing draw calls significantly
    • +
    + +
    +

    Why This Matters for Performance

    +

    Without MPB:

    +
      +
    • 100 potions with different colors = 100 material instances = 200-300 draw calls
    • +
    • Each potion needs its own material copy (~5KB each)
    • +
    • High memory usage and poor batching
    • +
    + +

    With MPB (automatic in this package):

    +
      +
    • 100 potions with different colors = 1 shared material = ~10-15 draw calls (GPU instanced)
    • +
    • All potions share the same material (~5KB total)
    • +
    • Excellent performance and memory efficiency
    • +
    +
    + +

    How This Package Uses MPB Automatically

    + +

    Liquid.cs uses MPB to update liquid physics in real-time:

    +
    // Automatically updates wobble and fill without material copies
    +mpb.SetFloat("_WobbleX", wobbleAmountX);
    +mpb.SetFloat("_WobbleZ", wobbleAmountZ);
    +mpb.SetVector("_FillAmount", fillPosition);
    +renderer.SetPropertyBlock(mpb);
    + +

    MaterialIndexController.cs uses MPB for gradient color changes:

    +
    // Automatically updates gradient index per object
    +mpb.SetFloat("_GradientIndex", currentIndex);
    +renderer.SetPropertyBlock(mpb, materialSlot);
    + +

    PotionTextureSetup.cs uses MPB to assign textures:

    +
    // Automatically assigns grayscale texture per object
    +mpb.SetTexture("_GrayscaleTex", grayscaleTexture);
    +renderer.SetPropertyBlock(mpb);
    + +

    Automatic Detection System

    + +
    +

    Smart Timeline Detection:

    +

    The scripts automatically detect if you're using Timeline animation and adapt accordingly:

    +
      +
    • No Timeline: Uses MaterialPropertyBlock (best performance)
    • +
    • Timeline Detected: Switches to Material Instances automatically
    • +
    • ✅ Detection checks for "(Instance)" suffix in material names
    • +
    • ✅ No manual configuration required
    • +
    +
    + +

    MPB vs Material Instances - Automatic Handling

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    FeatureMaterialPropertyBlockMaterial Instances
    Performance✅ Best (GPU Instancing)⚠️ Good (more draw calls)
    Memory Usage✅ Low (shared material)⚠️ Higher (material copies)
    Timeline Animation❌ Not compatible✅ Required
    Runtime Changes✅ Very efficient✅ Works
    Configuration✅ Automatic (default)✅ Automatic (when Timeline detected)
    + +

    When Each System is Used

    + +
    +
    +

    MaterialPropertyBlock (Default)

    +

    Automatically used when:

    +
      +
    • No Material Instances detected
    • +
    • Runtime gameplay (not Timeline animation)
    • +
    • Scripts modify properties via code
    • +
    +

    Best for:

    +
      +
    • Performance-critical scenarios
    • +
    • Many objects with shared materials
    • +
    • Runtime color/property changes
    • +
    +
    + +
    +

    Material Instances (Timeline)

    +

    Automatically used when:

    +
      +
    • "Prepare for Timeline" button clicked
    • +
    • Material name contains "(Instance)"
    • +
    • Timeline animation required
    • +
    +

    Best for:

    +
      +
    • Timeline property animation
    • +
    • Per-object persistent changes
    • +
    • Keyframe-based animations
    • +
    +
    +
    + +

    MPB Limitations (Technical Info)

    + +
    +

    While MPB is excellent for performance, it has some technical limitations:

    +
      +
    • ❌ Cannot animate with Timeline directly (scripts detect this and switch automatically)
    • +
    • ❌ Changes don't persist in Editor (only during Play Mode)
    • +
    • ❌ Not visible in Material Inspector
    • +
    • ⚠️ Harder to debug (no visual feedback in Inspector)
    • +
    +

    Solution: This package handles these limitations automatically by switching to Material Instances when Timeline is detected.

    +
    + +

    Pipeline Compatibility

    + +
    +

    MaterialPropertyBlock works identically in both render pipelines:

    +
      +
    • ✅ Universal Render Pipeline (URP)
    • +
    • ✅ Built-in Render Pipeline
    • +
    • ✅ No code changes needed between pipelines
    • +
    • ✅ GPU Instancing compatible in both
    • +
    • ✅ Same performance benefits in both
    • +
    +
    + +
    +

    Summary: You Don't Need to Do Anything

    +

    MaterialPropertyBlock is fully integrated and automatic:

    +
      +
    • ✅ Works out of the box with zero configuration
    • +
    • ✅ Provides best performance by default
    • +
    • ✅ Automatically switches to Material Instances when Timeline is used
    • +
    • ✅ Compatible with both URP and Built-in
    • +
    • ✅ Just use the scripts normally - MPB handles optimization behind the scenes
    • +
    +
    + +

    8.4 Pipeline Migration

    + +

    Switch between URP and Built-in without losing work.

    + +

    URP → Built-in Migration

    + +

    Step 1: Backup Project

    +
      +
    1. Duplicate entire Unity project folder
    2. +
    3. Test migration on duplicate first
    4. +
    + +

    Step 2: Remove URP

    +
      +
    1. Project Settings > Graphics
    2. +
    3. Remove URP Renderer asset
    4. +
    5. Set to Built-in Render Pipeline
    6. +
    7. Window > Package Manager
    8. +
    9. Remove Universal RP package
    10. +
    + +

    Step 3: Replace Materials

    +
      +
    1. Find all materials using URP shaders
    2. +
    3. For each material: +
        +
      • Note current _GradientIndex and settings
      • +
      • Assign equivalent Built-in shader: +
          +
        • Stylized Tint → Stylized Tint (Built-in)
        • +
        • Stylized Tint OP → Stylized Tint OP (Built-in)
        • +
        • Stylized Glass → Stylized Glass (Built-in)
        • +
        • Liquid Effect → Liquid Effect (Built-in)
        • +
        +
      • +
      • Reapply settings and gradient index
      • +
      +
    4. +
    + +

    Step 4: Update Demo Scene

    +
      +
    1. Use DemoScene_BuiltIn instead of DemoScene_URP
    2. +
    3. Install Post Processing Stack v2 if needed
    4. +
    5. Configure Post Process Profile
    6. +
    + +

    Step 5: Test

    +
      +
    • ✓ All potions render correctly
    • +
    • ✓ Liquid wobble works
    • +
    • ✓ Timeline animations function
    • +
    • ✓ Colors match previous URP version
    • +
    + +

    Built-in → URP Migration

    + +

    Step 1: Backup Project

    +
      +
    1. Duplicate entire Unity project folder
    2. +
    3. Test migration on duplicate first
    4. +
    + +

    Step 2: Install URP

    +
      +
    1. Window > Package Manager
    2. +
    3. Install "Universal RP"
    4. +
    5. Create URP Asset: +
        +
      • Right-click > Create > Rendering > URP Asset
      • +
      +
    6. +
    7. Project Settings > Graphics
    8. +
    9. Assign URP Asset to Scriptable Render Pipeline Settings
    10. +
    + +

    Step 3: Replace Materials

    +
      +
    1. Find all materials using Built-in shaders
    2. +
    3. For each material: +
        +
      • Note current _GradientIndex and settings
      • +
      • Assign equivalent URP shader: +
          +
        • Stylized Tint (Built-in) → Stylized Tint
        • +
        • Stylized Tint OP (Built-in) → Stylized Tint OP
        • +
        • Stylized Glass (Built-in) → Stylized Glass
        • +
        • Liquid Effect (Built-in) → Liquid Effect
        • +
        +
      • +
      • Reapply settings and gradient index
      • +
      +
    4. +
    + +

    Step 4: Update Demo Scene

    +
      +
    1. Use DemoScene_URP instead of DemoScene_BuiltIn
    2. +
    3. Remove Post Processing Stack v2 components
    4. +
    5. Add Volume component for URP post-processing
    6. +
    + +

    Step 5: Test

    +
      +
    • ✓ All potions render correctly
    • +
    • ✓ Liquid wobble works
    • +
    • ✓ Timeline animations function
    • +
    • ✓ Colors match previous Built-in version
    • +
    + +

    Property Name Mapping

    + +

    When migrating, be aware of property name differences:

    + +

    Liquid Effect Shader:

    +
    Built-in Property → URP Property
    +_LUTTex → _GradientTexture
    +_Tint → _BottomColor
    +_Line → _FoamWidth
    +_LineSmooth → _Foam_Smoothness
    +_Freq → _Frequency
    +_RimPower → _Rim_Power
    +_RimColor → _Rim_Color
    + +

    Stylized Tint:

    +
    Built-in Property → URP Property
    +_GradientTexture → _GradientTexture_LUT
    +_Smoothness → _Smoothness_Glossy
    + +
    +

    Important: Scripts handle property name differences automatically. Manual adjustment only needed for material assets.

    +
    +
+ +

8.5 Gradient Reference - 110 Colors

+ +

The pack includes 110 pre-made gradient colors organized into 8 thematic categories. All gradients work identically in both URP and Built-in pipelines.

+ +
+

How to Use Gradients

+
    +
  • Set _GradientIndex property to the number (0-109)
  • +
  • Animate via Timeline using MaterialIndexController
  • +
  • Change at runtime via MaterialPropertyBlock
  • +
+
+ +

LEATHERS (1-10)

+ + + + + + + + + + + + + + + + + + + + +
IndexNameDescription
0Leather_DarkBrownRich dark brown leather
1Leather_ReddishWarm reddish-brown leather
2Leather_WornGreyAged grey weathered leather
3Leather_LightTanLight tan natural leather
4Leather_OliveGreenish olive leather
5Leather_CoolGreyCool-toned grey leather
6Leather_MahoganyDeep mahogany brown
7Leather_YellowedAged yellowed leather
8Leather_CharcoalDark charcoal leather
9Leather_DeepWineRich wine-colored leather
+ +

METALS (11-25)

+ + + + + + + + + + + + + + + + + + + + + + + + + +
IndexNameDescription
10Metal_IronDarkDark iron grey
11Metal_SteelStandard steel grey
12Metal_SilverPolishedBright polished silver
13Metal_GoldClassic gold
14Metal_BronzeWarm bronze
15Metal_CopperReddish copper
16Metal_RustyIronOxidized rusty iron
17Metal_ColdSteelBlueBlue-tinted cold steel
18Metal_DarkSilverTarnished dark silver
19Metal_PlatinumBright platinum
20Metal_GunmetalDark gunmetal grey
21Metal_PewterDull pewter grey
22Metal_VerdigrisCopperGreen-patina copper
23Metal_ObsidianBlack obsidian metal
24Metal_RoseGoldPink rose gold
+ +

CORKS (26-30)

+ + + + + + + + + + + + + + + +
IndexNameDescription
25Cork_LightNatural light cork
26Cork_DarkDark aged cork
27Cork_WeatheredWeathered greyish cork
28Cork_RedReddish-tinted cork
29Cork_AshenAshy grey cork
+ +

GEMS (31-45)

+ + + + + + + + + + + + + + + + + + + + + + + + + +
IndexNameDescription
30Gem_RubyDeep red ruby
31Gem_SapphireRich blue sapphire
32Gem_EmeraldVibrant green emerald
33Gem_AmethystPurple amethyst
34Gem_AmberWarm orange amber
35Gem_TopazBlueBlue topaz
36Gem_CitrineYellow citrine
37Gem_RoseQuartzSoft pink quartz
38Gem_OnyxBlack onyx
39Gem_AquamarineLight blue aquamarine
40Gem_GarnetDark red garnet
41Gem_PeridotOlive green peridot
42Gem_MoonstoneIridescent moonstone
43Gem_TurquoiseBright turquoise
44Gem_ObsidianGlossy black obsidian
+ +

BONES (46-50)

+ + + + + + + + + + + + + + + +
IndexNameDescription
45Bone_CleanClean white bone
46Bone_AgedYellowed aged bone
47Bone_BurntCharred black bone
48Bone_YellowedOld yellowed bone
49Bone_DirtyDirt-stained bone
+ +

OTHER MATERIALS (51-70)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
IndexNameDescription
50Wood_DarkOakDark oak wood
51Wood_PineLight pine wood
52Wood_AshAshen grey wood
53Stone_BasaltBlack basalt stone
54Stone_GraniteGrey granite stone
55Stone_SandstoneWarm sandstone
56Stone_MarbleWhite marble
57Mud_WetDark wet mud
58Mud_DryLight dried mud
59Sand_DesertDesert sand tan
60Grass_DarkDark grass green
61Grass_BrightBright grass green
62Lava_RockDark volcanic rock
63Lava_GlowGlowing lava red
64Ice_ClearClear ice blue
65Ice_FrostyFrosted white ice
66Cloth_RedRed fabric
67Cloth_BlueBlue fabric
68Cloth_WhiteWhite fabric
69Cloth_BlackBlack fabric
+ +

FANTASY (71-90)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
IndexNameDescription
70Fairy_Pink_GlowGlowing magical pink
71Ocean_CandySweet ocean blue
72Poison_MistToxic green mist
73Lava_BurstExplosive lava orange
74Dream_SkyDreamy sky blue
75Arcane_PurpleMystical arcane purple
76Toxic_SlimeNeon toxic green
77BubblegumBright bubblegum pink
78Sunset_MirageWarm sunset gradient
79Frozen_CrystalIcy crystal blue
80Neon_FlameElectric neon fire
81Slime_ShockElectric slime yellow
82Galaxy_DreamCosmic galaxy swirl
83Arcade_GlowRetro arcade neon
84Crystal_CandyCrystalline candy colors
85Emerald_FireGreen flame
86Magic_ForestEnchanted forest green
87Lightning_PopElectric lightning blue
88Cosmic_RainbowRainbow cosmic spectrum
89Candy_ShockShocking candy colors
+ +

DARK FANTASY (91-110)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
IndexNameDescription
90Blood_CrimsonDeep blood red
91Cursed_VioletDark cursed purple
92Rotten_SlimeDecayed green slime
93Ashen_SteelAshen grey steel
94Necrotic_FleshSickly necrotic grey
95Wraith_BlueSpectral wraith blue
96HellfireInfernal red-orange
97Shadow_CurseCursed shadow black
98Plague_GreenSickly plague green
99Twilight_AshTwilight ashen grey
100Haunted_MistHaunted fog grey
101ObsidianPure black obsidian
102Poison_FangVenomous green
103Burnt_BoneCharred bone grey
104Phantom_FlameGhostly blue flame
105Infernal_BronzeHellish bronze
106Abyssal_DeepDeepest abyss black-blue
107Corrupted_GoldTainted gold
108Ethereal_FrostGhostly ice blue
109SoulfireSpiritual blue-white fire
+ +
+

Adding Custom Gradients

+

See Section 8.1 - Custom Gradient Colors for instructions on adding your own gradients to the LUT texture.

+
+ + +
+

9. Use Cases & Examples

+ +

9.1 Health/Mana Potions

+ +

Create classic RPG potions with distinct colors using the gradient system.

+ +

Health Potion (Red)

+ +

Materials (Works in Both Pipelines):

+
    +
  • Cork: Index 28 (Cork_Red)
  • +
  • Metal: Index 10-12 (Metal_IronDark, Metal_Steel, or Metal_SilverPolished)
  • +
  • Glass: Index 30 (Gem_Ruby) with Alpha: 0.1-0.2 for red tint
  • +
  • Liquid: Index 30 (Gem_Ruby) or Index 90 (Blood_Crimson)
  • +
+ +
+

Glass Transparency Settings

+

For the glass material, set the _Alpha property to a low value (0.1-0.2) to see the liquid inside while maintaining a subtle color tint. Higher alpha values will make the glass more opaque.

+
+ +

Liquid Settings:

+
Top Color: Bright Red (#FF3030)
+Bottom Color / Tint: Dark Red (#8B0000)
+Foam Color: Pink (#FFB6C1)
+Fill Amount: 0.8 (80% full)
+ +

Mana Potion (Blue)

+ +

Materials (Works in Both Pipelines):

+
    +
  • Cork: Index 25 (Cork_Light) or Index 26 (Cork_Dark)
  • +
  • Metal: Index 12 (Metal_SilverPolished) or Index 19 (Metal_Platinum)
  • +
  • Glass: Index 31 (Gem_Sapphire) with Alpha: 0.1-0.2 for blue tint
  • +
  • Liquid: Index 31 (Gem_Sapphire) or Index 95 (Wraith_Blue)
  • +
+ +

Liquid Settings:

+
Top Color: Bright Blue (#00BFFF)
+Bottom Color / Tint: Deep Blue (#000080)
+Foam Color: Cyan (#00FFFF)
+Fill Amount: 0.75 (75% full)
+Rim Color: Electric Blue (glow effect)
+ +

Alternative Color Schemes

+ +
+
+

Stamina Potion (Green)

+
    +
  • Cork: Index 4 (Leather_Olive)
  • +
  • Metal: Index 14 (Metal_Bronze)
  • +
  • Glass: Index 32 (Gem_Emerald), Alpha 0.15
  • +
  • Liquid: Index 32 (Gem_Emerald)
  • +
+
+ +
+

Poison Potion (Toxic Green)

+
    +
  • Cork: Index 29 (Cork_Ashen)
  • +
  • Metal: Index 23 (Metal_Obsidian)
  • +
  • Glass: Index 76 (Toxic_Slime), Alpha 0.2
  • +
  • Liquid: Index 72 (Poison_Mist) or 98 (Plague_Green)
  • +
+
+ +
+

Magic Potion (Purple)

+
    +
  • Cork: Index 9 (Leather_DeepWine)
  • +
  • Metal: Index 13 (Metal_Gold)
  • +
  • Glass: Index 33 (Gem_Amethyst), Alpha 0.15
  • +
  • Liquid: Index 75 (Arcane_Purple) or 91 (Cursed_Violet)
  • +
+
+ +
+

Fire Potion (Orange)

+
    +
  • Cork: Index 8 (Leather_Charcoal)
  • +
  • Metal: Index 16 (Metal_RustyIron)
  • +
  • Glass: Index 34 (Gem_Amber), Alpha 0.2
  • +
  • Liquid: Index 73 (Lava_Burst) or 96 (Hellfire)
  • +
+
+
+ +

Implementation

+ +

Static Setup (In Editor):

+
    +
  1. Create prefab variant: Potion_Health_[Pipeline]
  2. +
  3. Assign materials with appropriate gradient indices
  4. +
  5. Configure liquid colors in Inspector
  6. +
  7. Set fill amount and alpha values
  8. +
  9. Save prefab
  10. +
+ +

Runtime Switching (Via Script):

+
// Health potion setup
+MaterialIndexController controller = GetComponent<MaterialIndexController>();
+controller.indexMaterial0 = 28;  // Cork_Red (cork material)
+controller.indexMaterial1 = 10;  // Metal_IronDark (metal cap)
+controller.indexMaterial2 = 30;  // Gem_Ruby (glass with low alpha)
+controller.indexMaterial3 = 30;  // Gem_Ruby (liquid)
+
+// Mana potion setup
+controller.indexMaterial0 = 25;  // Cork_Light
+controller.indexMaterial1 = 12;  // Metal_SilverPolished
+controller.indexMaterial2 = 31;  // Gem_Sapphire (glass with low alpha)
+controller.indexMaterial3 = 31;  // Gem_Sapphire (liquid)
+
+// Works identically in URP and Built-in!
+ +
+

Important: Glass Alpha Setting

+

The glass material has a separate _Alpha property that controls transparency:

+
    +
  • Alpha 0.0: Fully transparent (invisible glass, inner/outer rims and specular stills shows, shows liquid)
  • +
  • Alpha 0.1-0.2: Subtle tint (recommended for colored potions)
  • +
  • Alpha 0.5: Semi-opaque (strong color tint)
  • +
  • Alpha 1.0: Fully opaque (solid colored glass)
  • +
+

Adjust this value to control how visible the glass is while maintaining the gradient color tint.

+
+ +
+

Pipeline Compatibility

+

Colors and gradients work identically in both URP and Built-in pipelines. The same gradient indices produce the same colors regardless of which render pipeline you're using. You can even migrate projects between pipelines without changing gradient settings!

+
+ +
+

Quick Reference: Common Potion Colors

+ + + + + + + + + + + + + + + + +
Potion TypeLiquid IndexGlass Index (Low Alpha)
Health (Red)30 (Gem_Ruby) or 90 (Blood_Crimson)30, Alpha 0.15
Mana (Blue)31 (Gem_Sapphire) or 95 (Wraith_Blue)31, Alpha 0.15
Stamina (Green)32 (Gem_Emerald) or 86 (Magic_Forest)32, Alpha 0.15
Poison (Toxic)76 (Toxic_Slime) or 98 (Plague_Green)76, Alpha 0.2
Magic (Purple)75 (Arcane_Purple) or 91 (Cursed_Violet)33, Alpha 0.15
Fire (Orange)73 (Lava_Burst) or 96 (Hellfire)34, Alpha 0.2
+

See Section 8.5 - Gradient Reference for complete list of 110 gradients.

+
+ +

9.2 Crafting System

+ +

Animate potion brewing process using Timeline with instant color changes and smooth fill animations.

+ +

Brewing Animation Sequence

+ +

Phase 1: Empty Bottle (0-2s)

+
Fill Amount: 0
+Glass: Clear
+Liquid: Any gradient (not visible when empty)
+ +

Phase 2: Base Ingredient Appears (2-4s)

+
Fill Amount: 0 → 0.3 (smooth animation)
+Liquid Gradient: Index 60 (Grass_Dark - green base)
+Timeline: Animate Fill Amount smoothly
+ +

Phase 3: Instant Color Change (4s exactly)

+
Fill Amount: 0.3 → 0.6 (smooth animation)
+Liquid Gradient: Index 60 → Index 90 (INSTANT change at 4s)
+Timeline: Use Constant interpolation for gradient
+Effect: Ingredient reacts and changes color instantly
+ +

Phase 4: Final Product (6-8s)

+
Fill Amount: 0.6 → 0.9 (smooth animation)
+Liquid Gradient: Index 90 (Blood_Crimson - health potion)
+Emission: 0 → 1 (glowing effect)
+Cork: Animate position down (seal bottle)
+ +
+

⚠️ Important: Gradient Index Changes Must Be Instant

+

Remember from Section 7.5: Gradient index is NOT a color value. When changing from Index 60 to Index 90, you MUST use Constant interpolation on the keyframe, otherwise it will flicker through 30 different gradients.

+

Right-click keyframe → Both Tangents → Constant

+
+ +

Timeline Setup (Correct Configuration)

+ +
Track 1 (Liquid.cs Component): Fill Amount
+  Keyframe 0s:  0.0   [Linear interpolation OK]
+  Keyframe 2s:  0.0   [Linear interpolation OK]
+  Keyframe 4s:  0.3   [Linear interpolation OK]
+  Keyframe 6s:  0.6   [Linear interpolation OK]
+  Keyframe 8s:  0.9   [Linear interpolation OK]
+  
+  → Fill amount can use smooth linear interpolation
+
+Track 2 (MaterialIndexController): Index Material 3 (Liquid)
+  Keyframe 2s:  60 (Grass_Dark)      [CONSTANT interpolation]
+  Keyframe 4s:  90 (Blood_Crimson)   [CONSTANT interpolation]
+  
+  → Gradient changes MUST use constant interpolation
+  → Right-click each keyframe → Both Tangents → Constant
+
+Track 3 (Cork Transform): Position Y
+  Keyframe 6s:  0.5 (open position)
+  Keyframe 8s:  0.2 (closed/sealed)
+  
+  → Cork movement can use smooth linear interpolation
+ +
+

What Gets Smooth Animation vs Instant Changes

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyInterpolation TypeReason
Fill Amount (0-1)✅ Linear (smooth)Float value, smooth transition looks natural
Gradient Index❌ Must be Constant (instant)Integer selector, interpolation causes flickering
Cork Position✅ Linear (smooth)3D position, smooth movement looks natural
Emission Intensity✅ Linear (smooth)Float value, smooth glow fade looks good
+
+ + + + + + + + +
+

Pipeline Compatibility

+

This brewing system works identically in both URP and Built-in pipelines:

+
    +
  • ✅ Timeline animation system is pipeline-agnostic
  • +
  • ✅ Gradient indices produce same colors in both pipelines
  • +
  • ✅ Fill Amount animation works identically
  • +
  • ✅ Particle systems compatible with both
  • +
  • ✅ No code or setup changes needed between pipelines
  • +
+
+ +
+

Common Mistake to Avoid

+

❌ WRONG: Animating gradient index with linear interpolation

+
4s: Index 60 [Default Linear]
+6s: Index 90
+
+Result: Flickers through 30 gradients (60→61→62...→90)
+ +

✅ CORRECT: Animating gradient index with constant interpolation

+
4s: Index 60 [Constant]
+6s: Index 90
+
+Result: Stays at 60, then instantly jumps to 90 at exactly 6s
+ +

See Section 7.5 - Understanding Gradient Index Animation for detailed explanation.

+
+ +

9.3 Shop Display

+ +

Create attractive store displays with variety.

+ +

Display Layout

+ +

Shelf Arrangement:

+
    +
  • Row 1: Health potions (all red, different sizes)
  • +
  • Row 2: Mana potions (all blue, different sizes)
  • +
  • Row 3: Specialty potions (mixed colors)
  • +
  • Row 4: Rare potions (glowing, unique colors)
  • +
+ +

Visual Variety:

+
    +
  • Different bottle shapes (10 models available)
  • +
  • Different fill amounts (20%, 50%, 80%, 100%)
  • +
  • Different cork colors (leathers, woods, bones)
  • +
  • Different metal bands (gold, silver, bronze)
  • +
+ +

Lighting Setup

+ +

URP Lighting:

+
Directional Light:
+  Type: Directional
+  Intensity: 1.0
+  Color: Warm white
+  Angle: 45° from top
+
+Spot Light (Rim):
+  Type: Spot Light
+  Intensity: 2.0
+  Color: Blue/Cyan (magical feel)
+  Range: Adjust per potion
+
+Environment:
+  Skybox: Custom or gradient
+  Ambient Source: Skybox
+  Reflection Probes: Bake for glass reflections
+ +

Built-in Lighting:

+
Directional Light:
+  Type: Directional
+  Intensity: 1.0
+  Color: Warm white
+  Angle: 45° from top
+
+Spot Light (Rim):
+  Type: Spot Light
+  Intensity: 2.0
+  Color: Blue/Cyan
+  Range: Adjust per potion
+
+Environment:
+  Environment Lighting: Gradient
+  Sky Color: Dark purple
+  Horizon: Deep blue
+  Ambient Mode: Skybox
+ +

Material Highlighting

+ +

Liquid Rim Glow:

+
Rim Color: Bright version of liquid color
+Rim Intensity: 0.5-1.0
+ +

Cork/Metal Emission (Tint Materials Only):

+
Emission Color: Complementary to liquid
+Emission Strength: 0.3-0.5
+ +
+

Emission Support

+
    +
  • Stylized Tint / Tint OP: Full emission support
  • +
  • Liquid Effect: Rim glow only and HDR Colors (intensity parameter)
  • +
  • Stylized Glass: No emission (UnLit shader)
  • +
+
+ +

Performance Optimization

+ +

Batching:

+
    +
  • Use shared materials where possible
  • +
  • MaterialPropertyBlock for color variations
  • +
  • Static batching for non-moving potions
  • +
  • Works in both URP and Built-in
  • +
+ +

Culling:

+
    +
  • Frustum culling: Automatic in both pipelines
  • +
  • Occlusion culling: Bake for complex stores
  • +
  • Camera far plane: Adjust based on store size
  • +
+ +
+
+

URP Optimization

+
    +
  • Use Forward Rendering for transparency
  • +
  • Enable GPU Instancing on materials
  • +
  • Configure Universal Renderer settings
  • +
+
+ +
+

Built-in Optimization

+
    +
  • Use Forward Rendering path
  • +
  • Enable GPU Instancing on materials
  • +
  • Configure Quality Settings
  • +
+
+
+ +

9.4 Post-Processing Setup

+ +

Add visual polish to your scenes.

+ +

URP Post-Processing

+ +

Setup:

+
    +
  1. Create Volume GameObject in scene
  2. +
  3. Add "Volume" component
  4. +
  5. Check "Is Global"
  6. +
  7. Create Volume Profile asset
  8. +
  9. Add Post-Processing effects
  10. +
+ +

Recommended Effects:

+
Bloom:
+  Intensity: 0.2-0.5
+  Threshold: 1.0
+  Scatter: 0.7
+  Tint: Slight warm color
+
+Vignette:
+  Intensity: 0.3-0.4
+  Smoothness: 0.4
+  Rounded: OFF
+ +

Camera Setup:

+
Main Camera:
+  ✓ Post Processing enabled (checked in Camera component)
+  ✓ Anti-aliasing: FXAA or SMAA
+  ✓ Render Post Processing: ON
+ +

Built-in Post-Processing

+ +

Prerequisites:

+
    +
  1. Install Post Processing Stack v2 via Package Manager (com.unity.postprocessing)
  2. +
+ +

Setup:

+
    +
  1. Create Post-Processing Profile asset +
      +
    • Right-click > Create > Post-processing Profile
    • +
    +
  2. +
  3. Configure effects in Profile
  4. +
  5. Create empty GameObject in scene
  6. +
  7. Add "Post-process Volume" component
  8. +
  9. Assign Profile to Volume
  10. +
  11. Check "Is Global"
  12. +
  13. Configure Camera
  14. +
+ +

Recommended Effects:

+
Bloom:
+  Intensity: 2-5
+  Threshold: 1.0
+  Soft Knee: 0.5
+  Diffusion: 7
+
+Vignette:
+  Intensity: 0.3-0.4
+  Smoothness: 0.4
+  Rounded: OFF
+ +

Camera Setup:

+
Main Camera:
+  Add "Post-process Layer" component
+  Layer: Everything
+  Anti-aliasing: FXAA or SMAA
+ +
+

Important Files

+

Profile Location: Assets/MesshingAround/PPProfiles/

+

Demo Profile: StylizedPotions_PostProcess.asset

+
+ +

Testing Post-Processing

+
    +
  • ✓ Bloom visible on glowing emission
  • +
  • ✓ Vignette darkens edges naturally
  • +
  • ✓ No performance issues
  • +
  • ✓ Consistent look between pipelines
  • +
+ +
+

Pipeline Parity: With similar settings, URP and Built-in can achieve very similar visual results. Adjust intensity values to match appearance.

+
+
+ + +
+

10. Troubleshooting & FAQ

+ +

10.1 Common Issues and Solutions

+ +

Liquid Not Moving / Wobble Not Working

+ +

Symptoms:

+
    +
  • Liquid surface is static
  • +
  • No wobble when moving potion
  • +
  • Fill amount doesn't change
  • +
+ +

Solutions:

+ +
+

Check 1: Read/Write Enabled

+
Model import settings:
+✓ Read/Write: Must be ON
+Location: Inspector > Model > Meshes > Read/Write
+
+Why: Liquid.cs needs mesh access to calculate fill position
+Fix: Enable Read/Write, click Apply
+
+ +
+

Check 2: Liquid Component

+
    +
  • ✓ Liquid.cs attached to GameObject
  • +
  • ✓ Mesh assigned (auto-assigned usually)
  • +
  • ✓ Renderer assigned (auto-assigned usually)
  • +
+

Fix: Remove and re-add Liquid component

+
+ +
+

Check 3: Material Shader

+
    +
  • ✓ Liquid material uses correct Liquid Effect shader
  • +
  • ✓ URP project: Liquid Effect (URP)
  • +
  • ✓ Built-in project: Liquid Effect (Built-in)
  • +
  • ✓ Material assigned to correct mesh/submesh
  • +
+

Fix: Reassign shader, verify material slot

+
+ +
+

Check 4: Script Errors

+

Check Console for errors (Ctrl+Shift+C)

+

Common error: "Mesh is not readable"

+

Fix: Enable Read/Write on model

+
+ +

Colors Look Wrong / Gradient Not Applied

+ +

Symptoms:

+
    +
  • Flat colors instead of gradients
  • +
  • Banding/posterization
  • +
  • Colors don't match gradient index
  • +
+ +

Solutions:

+ +
+

Check 1: Texture Settings

+
Grayscale texture:
+
+Texture Shape 2D
+sRGB: ON (for color accuracy)
+Alpha Source: None
+Advanced:
+Non-Powe of 2: None ⚠️ CRITICAL
+Generate Mip Maps: OFF ⚠️ CRITICAL
+Wrap Mode: Clamp
+Filter Mode: Point (no filter)
+Max Size: Match texture dimensions
+Resize: Mitchell
+Format: Automatic
+Compression: None
+
+LUT texture:
+
+Texture Shape 2D
+sRGB: ON (for color accuracy)
+Alpha Source: None
+Advanced:
+Non-Powe of 2: None ⚠️ CRITICAL
+Generate Mip Maps: OFF ⚠️ CRITICAL
+Wrap Mode: Clamp
+Filter Mode: Point (no filter)
+Max Size: Match texture dimensions
+Resize: Mitchell
+Format: Automatic
+Compression: None
+
+Fix: Reimport textures with correct settings
+
+ +
+

Check 2: Material Configuration

+
    +
  • ✓ _GrayscaleTex assigned
  • +
  • ✓ _GradientTexture (Built-in) or _GradientTexture_LUT (URP) assigned
  • +
  • ✓ _GradientCount = 110 (matches LUT height)
  • +
  • ✓ _GradientIndex in valid range (0-109)
  • +
+

Fix: Verify all texture slots assigned

+
+ +
+

Check 3: Shader Compatibility

+
    +
  • ✓ Using correct shader for your pipeline
  • +
  • ✓ URP project: Use URP shaders
  • +
  • ✓ Built-in project: Use Built-in shaders
  • +
  • ✓ No shader compilation errors in Console
  • +
+

Fix: Assign correct shader for active pipeline

+
+ +
+

Check 4: Pipeline Mismatch

+
    +
  • ✓ Don't use URP shaders in Built-in projects
  • +
  • ✓ Don't use Built-in shaders in URP projects
  • +
  • ✓ Check Project Settings > Graphics for active pipeline
  • +
+

Fix: Use shaders matching your render pipeline

+
+ +

Glass/Liquid Rendering Issues

+ +

Symptoms:

+
    +
  • Glass renders on top of liquid
  • +
  • Sorting issues with transparency
  • +
  • Z-fighting/flickering
  • +
+ +

Solutions:

+ +
+

Check 1: Render Order

+
Glass material:
+  Render Queue: Transparent (3000)
+  
+Liquid material:
+  Render Queue: Transparent (3001) in URP
+  Render Queue: Geometry in Built-in (with AlphaToMask)
+  
+Liquid should render AFTER glass in URP
+Built-in uses different approach with alpha clipping
+
+Fix: Manually set render queue if needed
+
+ +
+

Check 2: Mesh Overlap

+

Liquid mesh should be:

+
    +
  • Slightly smaller than glass interior
  • +
  • No exact face-to-face overlaps
  • +
  • Offset by 0.01-0.02 units minimum
  • +
+

Fix: Adjust mesh in 3D modeling software

+
+ +
+

Check 3: Unity 6 Transparency Bug (Known Issue)

+

Some Unity 6 versions have transparency sorting issues

+

Workaround:

+
    +
  1. Select all glass materials
  2. +
  3. Move any slider value slightly
  4. +
  5. Liquid sorting will correct itself
  6. +
+

Better fix: Keep Unity 6 LTS updated

+
+ +
+

Check 4: Pipeline-Specific Issues

+

URP: Uses standard Transparent queue

+

Built-in: Liquid uses Geometry queue with alpha clipping

+

If sorting issues persist:

+
    +
  • Verify correct shader for pipeline
  • +
  • Check material render queue
  • +
  • Test in clean scene
  • +
+
+ +

Timeline Animation Not Working

+ +

Symptoms:

+
    +
  • Material properties don't animate
  • +
  • Changes affect all objects together
  • +
  • Animation doesn't show in Play Mode
  • +
+ +

Solutions:

+ +
+

Check 1: Material Instances

+
    +
  • ✓ Material names have "(Instance)" suffix
  • +
  • ✓ Created via PotionTextureSetup "Prepare for Timeline"
  • +
+

Fix:

+
    +
  1. Find PotionTextureSetup component
  2. +
  3. Click "Prepare for Timeline"
  4. +
  5. Verify "(Instance)" appears in material names
  6. +
+
+ +
+

Check 2: MaterialIndexController

+

For objects with 2+ materials:

+
    +
  • ✓ MaterialIndexController component added
  • +
  • ✓ Animating correct property names: +
      +
    • "Index Material 0"
    • +
    • "Index Material 1" etc.
    • +
    +
  • +
+

Fix: Add component, animate controller properties

+
+ +
+

Check 3: Timeline Track Binding

+
    +
  • ✓ Animation Track bound to correct GameObject
  • +
  • ✓ Properties appear in Track list
  • +
  • ✓ Keyframes visible on Timeline
  • +
+

Fix: Delete and recreate Animation Track

+
+ +

Performance Issues / Low FPS

+ +

Symptoms:

+
    +
  • Frame rate drops
  • +
  • Stuttering movement
  • +
  • High draw call count
  • +
+ +

Solutions:

+ +
+

Check 1: Draw Calls

+
Window > Analysis > Frame Debugger
+Check draw calls:
+  - Each potion: 2-4 draw calls expected
+  - 100+ draw calls: Problem
+
+Fix: Use MaterialPropertyBlock instead of Material Instances
+     (Only use Instances when Timeline animation needed)
+
+ +
+

Check 2: Transparency Overdraw

+

Too many overlapping transparent objects

+

Fix:

+
    +
  • Reduce glass complexity
  • +
  • Simplify liquid mesh
  • +
  • Use Stylized Tint OP sparingly
  • +
+
+ +
+

Check 3: Profiler Analysis

+
Window > Analysis > Profiler
+Check:
+  - CPU: Liquid.cs Update() time
+  - Rendering: Shader compilation
+  - Memory: Material instance count
+
+Fix based on bottleneck identified
+
+ +
+
+

URP Performance

+
    +
  • Check Universal Renderer settings
  • +
  • Disable unnecessary features (shadows on small objects)
  • +
  • Use Forward rendering (not deferred)
  • +
  • Enable GPU Instancing
  • +
+
+ +
+

Built-in Performance

+
    +
  • Check Quality Settings
  • +
  • Use Forward rendering path
  • +
  • Disable expensive features
  • +
  • Enable GPU Instancing
  • +
+
+
+ +

Post-Processing Not Working

+ +

Symptoms (Built-in Only):

+
    +
  • No Bloom or Vignette visible
  • +
  • Console errors about post-processing
  • +
+ +

Solutions:

+ +
+

Check 1: Package Installation

+

Built-in requires Post Processing Stack v2:

+
Window > Package Manager
+Search: "Post Processing"
+Install: com.unity.postprocessing
+
+URP: Post-processing built-in, no extra package needed
+
+ +
+
+

Built-in Setup

+
    +
  • ✓ Post-process Profile asset created
  • +
  • ✓ Post-process Volume component in scene
  • +
  • ✓ Volume "Is Global" checked
  • +
  • ✓ Profile assigned to Volume
  • +
  • ✓ Post-process Layer on Camera
  • +
  • ✓ Layer set correctly
  • +
+
+ +
+

URP Setup

+
    +
  • ✓ Volume component in scene
  • +
  • ✓ Volume "Is Global" checked
  • +
  • ✓ Volume Profile created
  • +
  • ✓ Effects added to Profile
  • +
  • ✓ Camera has "Post Processing" enabled
  • +
+
+
+ +
+

Check 3: Effects Configured

+
    +
  • ✓ Bloom enabled and configured
  • +
  • ✓ Vignette enabled and configured
  • +
  • ✓ Intensity values not zero
  • +
+

Fix: Check Profile asset for enabled effects

+
+ +

Material Preview Issues

+ +

Symptoms:

+
    +
  • Material thumbnails show UV patterns
  • +
  • Grayscale texture visible in previews
  • +
  • Messy project window
  • +
+ +

Solutions:

+ +
+

Optional: Use ClearGrayscaleTextures Tool

+

Tools > MesshingAround > Clear GrayscaleTex from Materials

+

⚠️ WARNING: This is intrusive and optional!

+
    +
  • Only use if you want clean material previews
  • +
  • Does NOT affect runtime functionality
  • +
+
+ +
+

Alternative: Ignore Preview Issue

+
    +
  • Material previews are cosmetic only
  • +
  • Runtime appearance is correct
  • +
  • PotionTextureSetup handles textures automatically
  • +
  • No impact on game functionality
  • +
+
+ +

10.2 FAQ

+ +
+

Q: Do I need MaterialIndexController if I have only 1 material?

+

A: No, it's optional. You can animate _GradientIndex directly via Renderer > Material > _GradientIndex. The controller just provides a cleaner slider.

+
+ +
+

Q: Do I need MaterialIndexController if I have 2+ materials?

+

A: YES, it's required if you want to animate _GradientIndex independently per material. Without it, all materials will change together.

+
+ +
+

Q: Can I use URP shaders in Built-in projects?

+

A: No. Each pipeline requires its own shaders:

+
    +
  • URP projects: Use shaders in Shaders/URP/ folder
  • +
  • Built-in projects: Use shaders in Shaders/Built-in/ folder
  • +
+
+ +
+

Q: Can I migrate between URP and Built-in?

+

A: Yes! See section 7.4 for complete migration guide. Scripts work identically in both pipelines; only materials need updating.

+
+ +
+

Q: Do I need Post Processing Stack v2?

+

A: Only for Built-in demo scene. URP has post-processing built-in. Core potion functionality works without any post-processing in both pipelines.

+
+ +
+

Q: What's the difference between Stylized Tint and Stylized Tint OP?

+

A: Stylized Tint OP adds an _Alpha property for full opacity control (0-1). Use it when you need semi-transparent materials that aren't glass.

+
+ +
+

Q: Can I use this system with my custom shaders?

+

A: Yes! As long as your shader has exposed properties named consistently (e.g., _GradientIndex, _GrayscaleTex), the scripts will work. You'll need versions for both URP and Built-in if supporting both pipelines.

+
+ +
+

Q: Why does the liquid wobble too much at high framerates?

+

A: v1.0.0 includes framerate capping (60 FPS) and velocity clamping to fix this. If still experiencing issues, enable VSync in Project Settings > Quality.

+
+ +
+

Q: Does this work on mobile?

+

A: Yes! Tested on mid-range+ Android devices. Performance tips:

+
    +
  • Limit active Liquid.cs scripts
  • +
  • Lower texture resolutions to 512x512
  • +
  • Works in both URP and Built-in mobile
  • +
+
+ +
+

Q: Can I save Material Instances as assets?

+

A: No. Instances are temporary scene-only materials. For permanent variants, create new material assets instead.

+
+ +
+

Q: My animation doesn't show in Edit Mode but works in Play Mode. Bug?

+

A: No, this is normal Unity behavior with Material Instances. Timeline preview in Edit Mode is unreliable. Always test in Play Mode for accurate results. This applies to both URP and Built-in.

+
+ +
+

Q: Will this work in Unity 2022.3 LTS?

+

A: Partial compatibility currently. Liquid shader requires minor adaptations for Unity 2022.3. Full official support planned for future update. Use Unity 6 LTS for guaranteed stability.

+
+ +
+

Q: Should I use ClearGrayscaleTextures tool?

+

A: Only if material preview appearance bothers you. It's completely optional and cosmetic. Runtime functionality is unaffected whether you use it or not.

+
+ +
+

Q: What if I made changes but don't see them immediately?

+

A: Unity Editor sometimes requires a refresh:

+
    +
  1. Enter Play Mode and Stop
  2. +
  3. This forces Unity to reload material instances and property blocks
  4. +
  5. Standard Unity Editor behavior when working with materials
  6. +
+
+ +
+

Q: Can I mix URP and Built-in materials in the same scene?

+

A: No. Unity projects use ONE render pipeline at a time. All materials must match the active pipeline. Use appropriate shader versions for your project's pipeline.

+
+ +
+

Q: Do scripts work differently in URP vs Built-in?

+

A: No! All scripts (Liquid.cs, PotionTextureSetup.cs, MaterialIndexController.cs) work 100% identically in both pipelines. No code changes needed.

+
+
+ + +
+

11. Technical Specifications

+ +

11.1 Platform Compatibility

+ +
+
+

✅ Fully Tested

+
    +
  • Windows 10/11 (DirectX 11/12)
  • +
  • WebGL (Chrome, Firefox, Edge)
  • +
  • Android 11+ (OpenGL ES 3.0+/Vulkan)
  • +
+

Both URP and Built-in

+

Performance: Excellent

+

Known Issues: None

+
+ +
+

⚠️ Build Compatible

+
    +
  • macOS (Metal API)
  • +
  • iOS (Metal API)
  • +
  • Linux (Vulkan/OpenGL)
  • +
+

Expected: Full compatibility

+

Status: Not extensively device-tested

+
+ +
+

❌ Not Supported

+
    +
  • Android GLES2 (legacy)
  • +
  • Unity versions older than Unity 6
  • +
  • HDRP(planned for future)
  • +
+
+
+ +

11.2 Performance Notes

+ +

Draw Calls per Potion

+ + + + + + + + + + + + + + + + + + + + + + + +
ConfigurationDraw CallsBatching100 Potions
MaterialPropertyBlock (Recommended)2-3 per potion✓ Yes~10-15 draw calls
Material Instances (Timeline)2-3 per potion✗ No200-300 draw calls
+ +

Polygon Count

+
    +
  • Minimum: 320 tris (Potion_03_ThinSmall)
  • +
  • Maximum: 1152 tris (Potion_08_ThinNeckBig)
  • +
  • Average: ~680 tris per potion
  • +
+ +

Memory Usage

+

Per Potion (MaterialPropertyBlock):

+
    +
  • Textures: ~2MB (1k grayscale + shared LUT)
  • +
  • Mesh: ~50KB (with Read/Write enabled)
  • +
  • Materials: Shared (minimal overhead)
  • +
  • Total: ~2.05MB per unique potion type
  • +
+ +

11.3 Known Limitations

+ +
+

Technical Limitations (Both Pipelines)

+
    +
  • Read/Write Requirement: Liquid shader requires mesh Read/Write enabled (~20% memory increase)
  • +
  • Double-Sided Rendering: Liquid shader uses Cull Off (slight performance cost)
  • +
  • Transparency Sorting: Glass shader may have sorting issues with other transparent objects
  • +
+
+ +
+

Render Pipeline Limitations

+

Built-in Pipeline:

+
    +
  • ✓ Fully supported and feature-complete
  • +
  • ⚠️ Requires Post Processing Stack v2 for demo scene
  • +
+

Universal Render Pipeline (URP):

+
    +
  • ✓ Fully supported and feature-complete
  • +
  • ✓ Post-processing built-in
  • +
+

Not Supported:

+
    +
  • ❌ HDRP (planned for future update)
  • +
+
+
+ + +
+

12 Support & Updates

+ +

12.1 Contact Information

+ +
+

Publisher Information

+

Publisher: MesshingAround

+

Email: messhingaround@gmail.com

+

Response Time: 3 - 5 business days

+

*Response time may vary depending on support workload.

+
+ +

Bug Reports

+

When reporting bugs, please include:

+
    +
  1. Unity version (exact build number)
  2. +
  3. Render pipeline (URP or Built-in)
  4. +
  5. Platform (Windows, Mac, WebGL, etc.)
  6. +
  7. Steps to reproduce
  8. +
  9. Error messages from Console
  10. +
  11. Screenshots or video if applicable
  12. +
  13. Whether issue occurs in both pipelines or just one
  14. +
+ +

12.2 Roadmap

+ +

v1.1.0 (Q2 2026) - Unity 2022.3 LTS Support

+
    +
  • Full Unity 2022.3 LTS compatibility
  • +
  • Liquid shader adaptations for 2022.3
  • +
  • Compatibility testing across both pipelines
  • +
  • Performance optimization
  • +
  • Documentation updates
  • +
+ +

v1.2.0 (Q3 2026) - Content Expansion

+
    +
  • 4 new potion models (16 total)
  • +
  • 40 new gradients (150 total)
  • +
  • Additional props (example: shelves, ingredients, cauldron)
  • +
  • New prefab variants
  • +
  • Mobile optimization pass
  • +
+ +

v2.0.0 (Q4 2026 - If Successful)

+
    +
  • HDRP support (third pipeline!)
  • +
  • Advanced liquid physics ** (splashing, dripping)
  • +
  • Particle effects integration
  • +
  • Documentation video tutorials
  • +
  • Cross-pipeline material converter tool **
  • +
+**It is possible that after an initial investigation, these updates cannot be made for various reasons. + +

12.3 Changelog

+ +

v1.0.0 (November 2025) - Initial Release

+ +
+

Features:

+
    +
  • 10 unique potion bottle models
  • +
  • 1 alchemy table prop + 1 potion display stand
  • +
  • Dual Pipeline Support: URP + Built-in fully functional
  • +
  • 8 total shaders (4 URP + 4 Built-in)
  • +
  • 6 scripts (3 core + 2 editor + 1 utility)
  • +
  • 110 gradient presets across 8 categories
  • +
  • MaterialPropertyBlock integration
  • +
  • Timeline animation support
  • +
  • 12 ready-to-use prefabs
  • +
+
+ +
+

Shaders (URP):

+
    +
  • Stylized Tint (URP) - PBR Lit, Opaque
  • +
  • Stylized Tint OP (URP) - PBR Lit, Transparent
  • +
  • Stylized Glass (URP) - UnLit, Transparent
  • +
  • Liquid Effect (URP) - Unlit, Transparent
  • +
+
+ +
+

Shaders (Built-in):

+
    +
  • Stylized Tint (Built-in) - Surface Shader, Opaque
  • +
  • Stylized Tint OP (Built-in) - Surface Shader, Alpha
  • +
  • Stylized Glass (Built-in) - Custom Unlit, Transparent
  • +
  • Liquid Effect (Built-in) - Custom Unlit, Transparent
  • +
+
+ +
+

Scripts:

+
    +
  • PotionTextureSetup.cs - Texture assignment system
  • +
  • Liquid.cs - Real-time physics with framerate fixes
  • +
  • MaterialIndexController.cs - Timeline helper
  • +
  • PotionTextureSetupEditor.cs - Custom inspector
  • +
  • MaterialIndexControllerEditor.cs - Custom inspector
  • +
  • ClearGrayscaleTextures.cs - Material preview cleaner
  • +
+
+ +
+

Demo Scenes:

+
    +
  • DemoScene_URP - Full showcase with URP Volume post-processing
  • +
  • DemoScene_BuiltIn - Full showcase with Post Processing Stack v2
  • +
  • Both scenes: 5 interactive demonstrations, Timeline examples, 2 cameras
  • +
+
+ +
+

Performance:

+
    +
  • MaterialPropertyBlock optimization (both pipelines)
  • +
  • GPU Instancing support (both pipelines)
  • +
  • Framerate-independent physics (60 FPS cap)
  • +
  • Mobile-friendly (tested on mid-range devices)
  • +
  • Identical performance in URP and Built-in
  • +
+
+ +
+

Known Issues:

+
    +
  • Unity 2022.3 LTS requires minor adaptations (planned for v1.1.0)
  • +
  • Some Unity 6 versions may have transparency sorting issues (workaround documented)
  • +
+
+ +
+

Notable Features:

+
    +
  • Feature Parity: URP and Built-in have identical functionality
  • +
  • Pipeline-Agnostic Scripts: No code changes between pipelines
  • +
  • Opacity Shader: New Stylized Tint OP for semi-transparent materials
  • +
  • Material Preview Cleaner: Optional tool for neat project organization
  • +
  • Ready-to-Use Prefabs: Drag-and-drop functionality
  • +
+
+
+ + +
+

13. License & Legal

+ +

13.1 Terms of Use

+ +

When you buy Stylized Potions Pack from the Unity Asset Store, you get a license to use it in your projects following Unity's standard Asset Store EULA (End User License Agreement).

+ +

✅ What You CAN Do

+ +
    +
  • Use in commercial projects - Games, apps, films, client work - all good!
  • +
  • Modify everything - Change models, textures, shaders, scripts however you want
  • +
  • Ship in your products - Include in published games, DLC, updates
  • +
  • Use in unlimited projects - No per-project licensing
  • +
  • Switch between pipelines - Convert freely between URP and Built-in
  • +
  • Client/freelance work - Use for game dev services you provide
  • +
+ +

❌ What You CANNOT Do

+ +
    +
  • Resell the pack - Can't redistribute the asset package to others
  • +
  • Share individual files - Can't distribute models, textures, or shaders separately
  • +
  • Upload to other stores - Can't sell on other asset stores or marketplaces
  • +
  • Use as template/tool - Can't make competing asset packs using this content
  • +
  • Share with teammates - Each team member needs their own license
  • +
+ +
+

Simple Rule

+

You can use this asset to make and sell your own games/projects. You cannot resell or share the asset itself. That's it!

+
+ +

Team/Multi-Seat Licensing

+ +

Working with a team?

+
    +
  • Each developer working with the asset needs their own license
  • +
  • One license = One developer, unlimited projects by that developer
  • +
  • This follows Unity Asset Store's standard licensing
  • +
+ +
+

Example Scenarios

+

✅ OK: You buy the pack and use it in 10 different games you publish

+

✅ OK: You modify the shaders and use them in your client's game

+

❌ NOT OK: You buy the pack and share it with your 3 teammates (they each need a license)

+

❌ NOT OK: You extract the potion models and sell them on another marketplace

+
+ +

Full Legal Terms

+ +

The complete legal agreement is Unity's Asset Store EULA, available at:

+

https://unity.com/legal/as-terms

+ +

This summary is provided for convenience but does not replace the official EULA. When in doubt, the official Unity Asset Store EULA takes precedence.

+

13.2 Warranty Disclaimer

+ +
+

AS-IS Provision:

+

THIS ASSET PACKAGE IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR NON-INFRINGEMENT.

+
+ +

No Guarantees:

+
    +
  • No guarantee of compatibility with future Unity versions
  • +
  • No guarantee of specific performance metrics
  • +
  • No guarantee of bug-free operation
  • +
  • No guarantee of platform compatibility beyond tested platforms
  • +
  • No guarantee of compatibility with specific pipeline versions
  • +
+ +

User Responsibility:

+
    +
  • Test assets in your specific project before production use
  • +
  • Backup projects before importing assets
  • +
  • Verify compatibility with your target platforms
  • +
  • Test in your chosen render pipeline (URP or Built-in)
  • +
  • Read documentation before use
  • +
+ +

13.3 Credits & Attribution

+ +

Original Tutorial Credits

+
+

MinionsArtTutorials

+

Website: https://minionsart.github.io/tutorials/

+ +

Provided Base Materials:

+
    +
  • Glass Shader (URP & Built-in): Base shader implementation and concepts
  • +
  • Liquid Shader (URP & Built-in): Base shader implementation and liquid physics concepts
  • +
  • Liquid Script (Base): Original script for liquid fill effect
  • +
+ +

What We Did:

+

Starting from these tutorial materials, we extensively modified, improved, and expanded upon them to create a complete production-ready asset package. The final shaders and scripts have been significantly enhanced with additional features, optimizations, dual pipeline support, and integration with Unity's Timeline and MaterialPropertyBlock systems.

+ +

Thank you to MinionsArt for providing excellent educational resources that served as the foundation for this project!

+
+ +
+

14. AI Development Disclosure

+ +
+

Transparency Statement

+

In accordance with Unity Asset Store guidelines, this project was developed with the assistance of AI tools in specific areas of development.

+
+ +

14.1 AI Tools Used

+

Claude (by Anthropic) - AI assistant used during development

+ +

14.2 AI-Assisted Development Areas

+
    +
  • Shader Enhancement: Improvement and optimization of base shaders provided by MinionsArtTutorials (Glass and Liquid shaders for URP and Built-in)
  • +
  • Script Optimization: Enhancement of base Liquid script and development of additional utility scripts (PotionTextureSetup, MaterialIndexController)
  • +
  • Code Refactoring: Improvements to code structure, readability, and performance
  • +
  • Documentation: Assistance in creating comprehensive technical documentation
  • +
  • General Development: Problem-solving, debugging assistance, and implementation guidance throughout the project
  • +
+ +
+

Original Content

+

The following content is 100% original and NOT AI-generated:

+
    +
  • All 3D models (potions, glass bottles, corks, stands, table)
  • +
  • All textures (grayscale maps, gradient LUT textures)
  • +
  • Visual design and art direction
  • +
  • Shader concepts and artistic vision
  • +
  • Scene composition and lighting setup
  • +
+
+ +

14.3 Development Process

+

This asset represents a significant expansion and improvement over the original tutorial materials from MinionsArtTutorials. While the base shaders and script concepts came from those tutorials, the final implementation includes:

+
    +
  • Complete dual pipeline support (URP + Built-in) with feature parity
  • +
  • Extended functionality beyond original tutorials
  • +
  • MaterialPropertyBlock integration for performance
  • +
  • Timeline system integration
  • +
  • Custom editor tools and utility scripts
  • +
  • 110 gradient variations
  • +
  • Stylized_Tints Shaders and LUT system, implemented in all shaders also.
  • +
  • 10 unique potion + 1 Alchemy table prop + 1 Potion display stand with complete prefab system
  • +
  • Comprehensive documentation and support infrastructure
  • +
+
+ +
+

Created By

+

MesshingAround

+
    +
  • 3D modeling, texturing, and asset creation
  • +
  • Shader development (URP Shader Graph + Built-in code)
  • +
  • Script programming (C#)
  • +
  • Documentation and support
  • +
  • Dual pipeline implementation
  • +
+
+ +

Tools Used

+

Development:

+
    +
  • Unity 6 (Game Engine)
  • +
  • Blender (3D Modeling)
  • +
  • Krita (Texturing)
  • +
  • Visual Studio Code (Programming)
  • +
  • Shader Graph (URP shaders)
  • +
+ +

Technologies:

+
    +
  • Universal Render Pipeline (URP)
  • +
  • Built-in Render Pipeline
  • +
  • Surface Shaders (Built-in)
  • +
  • Shader Graph (URP)
  • +
  • Timeline System
  • +
  • MaterialPropertyBlock API
  • +
  • Post Processing Stack v2 (Built-in)
  • +
+ +

Attribution (Optional)

+

While not required, we appreciate attribution if you choose to credit assets in your project:

+
"Stylized Potions Pack" by MesshingAround
+Available on Unity Asset Store
+Supports URP and Built-in Render Pipeline
+ +
+

Special Thanks

+

Thank you to the Unity community and Asset Store users for your support and feedback during development!

+

Special thanks to users who requested Built-in Pipeline support - this dual pipeline release wouldn't exist without your feedback.

+
+ +

Copyright

+

© 2025 MesshingAround. All rights reserved.

+
    +
  • Assets: Copyright MesshingAround
  • +
  • Unity: Trademark of Unity Technologies
  • +
  • Asset Store: Platform operated by Unity Technologies
  • +
  • URP/Built-in: Unity rendering technologies
  • +
+
+ + +
+
+

Quick Reference Card

+ +
+
+

URP Shaders

+
    +
  • Stylized Tint (URP) - PBR Lit, Opaque
  • +
  • Stylized Tint OP (URP) - PBR Lit, Transparent
  • +
  • Stylized Glass (URP) - UnLit, Transparent
  • +
  • Liquid Effect (URP) - Unlit, Transparent
  • +
+
+ +
+

Built-in Shaders

+
    +
  • Stylized Tint (Built-in) - Surface Shader, Opaque
  • +
  • Stylized Tint OP (Built-in) - Surface Shader, Alpha
  • +
  • Stylized Glass (Built-in) - Custom UnLit
  • +
  • Liquid Effect (Built-in) - Custom Unlit
  • +
+
+ +
+

Core Scripts (Pipeline-Agnostic)

+
    +
  • PotionTextureSetup.cs
  • +
  • Liquid.cs
  • +
  • MaterialIndexController.cs
  • +
+

Work identically in both pipelines

+
+ +
+

Support

+

Email: messhingaround@gmail.com

+

Version: 1.0.0

+

Release: November 2025

+

Unity: Unity 6 LTS (6000.0.60f1+)

+
+
+
+ +
+

Important Reminders

+
    +
  • Read/Write must be ON for liquid physics to work
  • +
  • Generate Mip Maps must be OFF on textures
  • +
  • ✅ Use correct shader for your active pipeline (URP or Built-in)
  • +
  • Material Instances required for Timeline animation
  • +
  • ✅ Scripts work identically in both pipelines
  • +
+
+ +
+

Document Information

+
    +
  • Version: 1.0.0
  • +
  • Last Updated: November 2025
  • +
  • Pipeline Support: URP + Built-in
  • +
  • Total Pages: 115 pages (original PDF)
  • +
  • Format: Complete HTML Documentation
  • +
+

© 2025 MesshingAround. All Rights Reserved.

+
+ +
+

End of Documentation

+

Thank you for purchasing Stylized Potions Pack!

+

We hope this asset helps bring your creative visions to life, whether you're working in URP or Built-in Render Pipeline.

+

If you have any questions, issues, or feedback, please don't hesitate to contact us at messhingaround@gmail.com

+

Happy Creating!

+
+
+
+
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110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potion_04_StarSmall.prefab + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potion_05_DiamondMedium.prefab b/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potion_05_DiamondMedium.prefab new file mode 100644 index 0000000..6d6fcd9 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potion_05_DiamondMedium.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:dc228e0850cd96791e0b2a3d965c18d645ecd6b9cc03539daf675cf1a49e536c +size 7126 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potion_05_DiamondMedium.prefab.meta b/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potion_05_DiamondMedium.prefab.meta new file mode 100644 index 0000000..bed988e --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potion_05_DiamondMedium.prefab.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 84d228d96194f9d49be0920986c78be1 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 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110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potion_09_BottleBig_Multicolor.prefab + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potions_Stand.prefab b/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potions_Stand.prefab new file mode 100644 index 0000000..ab1753b --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potions_Stand.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fd3b8c0cbc57fde9939190d01856216718e5d8363e6ef7f495dca23d1936747c +size 3342 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potions_Stand.prefab.meta b/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potions_Stand.prefab.meta new file mode 100644 index 0000000..88bf20a --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potions_Stand.prefab.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 19c3a10d9aae99f4d957e683117bfa5a +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Prefabs/URP/Potions_Stand.prefab + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts.meta b/Assets/MesshingAround/StylizedPotionsPack/Scripts.meta new file mode 100644 index 0000000..9494f07 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 862b170e0df3fc94ea6876dd84dc07a1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor.meta b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor.meta new file mode 100644 index 0000000..b424099 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6d77f9887d365d44db2e454b56c9b6d5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/ClearGrayscaleTextures.cs b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/ClearGrayscaleTextures.cs new file mode 100644 index 0000000..c241dea --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/ClearGrayscaleTextures.cs @@ -0,0 +1,141 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; + +/// +/// Editor utility to clear _GrayscaleTex from materials. +/// Useful for cleaning up material previews after runtime testing. +/// +public class ClearGrayscaleTextures : EditorWindow +{ + private bool showWarning = true; + + [MenuItem("Tools/MesshingAround/Clear GrayscaleTex from Materials")] + static void ShowWindow() + { + GetWindow("Clear GrayscaleTex"); + } + + void OnGUI() + { + EditorGUILayout.Space(10); + + EditorGUILayout.LabelField("Clear GrayscaleTex from Materials", EditorStyles.boldLabel); + EditorGUILayout.Space(5); + + EditorGUILayout.HelpBox( + "This tool clears the _GrayscaleTex property from all materials.\n\n" + + "This is useful for cleaning up material previews in the Project window. " + + "The grayscale texture will be re-applied automatically at runtime by PotionTextureSetup.", + MessageType.Info + ); + + EditorGUILayout.Space(10); + + // Warning box + if (showWarning) + { + EditorGUILayout.HelpBox( + "⚠️ IMPORTANT WARNINGS:\n\n" + + "• Material Instances: If you have material instances in your scene (created via 'Prepare for Timeline'), " + + "you may need to reset them after running this tool.\n\n" + + "• White Materials: After clearing, materials in the scene may appear white or without the grayscale texture " + + "until you enter Play mode or force a repaint (Play/Stop).\n\n" + + "• This operation affects ALL materials in the project with _GrayscaleTex property.", + MessageType.Warning + ); + } + + EditorGUILayout.Space(10); + + showWarning = EditorGUILayout.ToggleLeft("Show warnings", showWarning); + + EditorGUILayout.Space(10); + + GUI.backgroundColor = new Color(0.8f, 0.4f, 0.4f); + if (GUILayout.Button("Clear _GrayscaleTex from All Materials", GUILayout.Height(40))) + { + if (EditorUtility.DisplayDialog( + "Clear GrayscaleTex", + "Are you sure you want to clear _GrayscaleTex from all materials?\n\n" + + "This will affect all materials in the project.\n" + + "Material instances may need to be recreated.", + "Yes, Clear", + "Cancel")) + { + ClearAllGrayscaleTextures(); + } + } + GUI.backgroundColor = Color.white; + + EditorGUILayout.Space(10); + + EditorGUILayout.HelpBox( + "💡 TIP: After running this tool:\n" + + "1. Enter Play mode and Stop to refresh materials in the scene\n" + + "2. If materials are still white, re-assign the material to the Renderer\n" + + "3. If using Timeline, you may need to re-run 'Prepare for Timeline' on affected objects", + MessageType.Info + ); + } + + void ClearAllGrayscaleTextures() + { + string[] guids = AssetDatabase.FindAssets("t:Material"); + int clearedCount = 0; + int totalChecked = 0; + + EditorUtility.DisplayProgressBar("Clearing GrayscaleTex", "Processing materials...", 0f); + + try + { + for (int i = 0; i < guids.Length; i++) + { + string path = AssetDatabase.GUIDToAssetPath(guids[i]); + Material mat = AssetDatabase.LoadAssetAtPath(path); + + if (mat != null) + { + totalChecked++; + + if (mat.HasProperty("_GrayscaleTex")) + { + Texture currentTex = mat.GetTexture("_GrayscaleTex"); + + if (currentTex != null) + { + mat.SetTexture("_GrayscaleTex", null); + EditorUtility.SetDirty(mat); + clearedCount++; + Debug.Log($"✓ Cleared _GrayscaleTex from: {mat.name} (was: {currentTex.name})"); + } + } + } + + float progress = (float)i / guids.Length; + EditorUtility.DisplayProgressBar("Clearing GrayscaleTex", $"Processing {i + 1}/{guids.Length}", progress); + } + + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + finally + { + EditorUtility.ClearProgressBar(); + } + + // Show results dialog + string message = $"Operation completed!\n\n" + + $"• Materials checked: {totalChecked}\n" + + $"• Materials cleared: {clearedCount}\n\n" + + $"Remember to:\n" + + $"1. Enter Play mode to refresh scene materials\n" + + $"2. Re-run 'Prepare for Timeline' if needed"; + + EditorUtility.DisplayDialog("Clear GrayscaleTex - Complete", message, "OK"); + + Debug.Log($"===== CLEAR GRAYSCALETEX COMPLETE ====="); + Debug.Log($"✅ Cleared _GrayscaleTex from {clearedCount}/{totalChecked} material(s)"); + } +} +#endif \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/ClearGrayscaleTextures.cs.meta b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/ClearGrayscaleTextures.cs.meta new file mode 100644 index 0000000..cbc1c1f --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/ClearGrayscaleTextures.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: afd91aa4c7bfc4d4cb9593b665e1adc8 +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/ClearGrayscaleTextures.cs + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/MaterialIndexControllerEditor.cs b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/MaterialIndexControllerEditor.cs new file mode 100644 index 0000000..88ed47e --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/MaterialIndexControllerEditor.cs @@ -0,0 +1,146 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; + +[CustomEditor(typeof(MaterialIndexController))] +public class MaterialIndexControllerEditor : Editor +{ + public override void OnInspectorGUI() + { + MaterialIndexController controller = (MaterialIndexController)target; + Renderer rend = controller.GetComponent(); + + if (rend == null) + { + EditorGUILayout.HelpBox("No Renderer found!", MessageType.Error); + return; + } + + Material[] materials = rend.sharedMaterials; + int materialsWithIndex = 0; + + // Count materials with _GradientIndex + for (int i = 0; i < materials.Length; i++) + { + if (materials[i] != null && materials[i].HasProperty("_GradientIndex")) + { + materialsWithIndex++; + } + } + + EditorGUILayout.Space(5); + EditorGUILayout.LabelField("Material Index Controller", EditorStyles.boldLabel); + + string infoMessage = ""; + if (materialsWithIndex == 1) + { + infoMessage = "This component is OPTIONAL for single material.\n\n" + + "Provides a convenient slider for _GradientIndex.\n" + + "You can also animate directly: Renderer > Material > _GradientIndex"; + } + else if (materialsWithIndex >= 2) + { + infoMessage = "This component is REQUIRED for multiple materials.\n\n" + + "Without it, animating _GradientIndex will affect all materials together.\n" + + "This controller allows independent animation per material slot."; + } + else + { + infoMessage = "No materials with _GradientIndex detected."; + } + + EditorGUILayout.HelpBox(infoMessage, materialsWithIndex >= 2 ? MessageType.Warning : MessageType.Info); + + EditorGUILayout.Space(5); + + // Check if using instances + bool usingInstances = false; + for (int i = 0; i < materials.Length; i++) + { + if (materials[i] != null && materials[i].name.Contains("(Instance)")) + { + usingInstances = true; + break; + } + } + + if (!usingInstances && materialsWithIndex > 0) + { + EditorGUILayout.HelpBox( + "⚠️ Material instances not detected!\n\n" + + "For Timeline animation to work:\n" + + "1. Find 'PotionTextureSetup' component\n" + + "2. Click 'Prepare for Timeline'", + MessageType.Warning + ); + + EditorGUILayout.Space(5); + } + + EditorGUILayout.LabelField($"Detected: {materialsWithIndex} material(s) with _GradientIndex", EditorStyles.miniLabel); + + EditorGUILayout.Space(10); + EditorGUILayout.LabelField("Individual Material Indices", EditorStyles.boldLabel); + + // Show only the sliders for materials that exist and have _GradientIndex + SerializedProperty indexProp0 = serializedObject.FindProperty("indexMaterial0"); + SerializedProperty indexProp1 = serializedObject.FindProperty("indexMaterial1"); + SerializedProperty indexProp2 = serializedObject.FindProperty("indexMaterial2"); + SerializedProperty indexProp3 = serializedObject.FindProperty("indexMaterial3"); + + for (int i = 0; i < materials.Length && i < 4; i++) + { + if (materials[i] == null) continue; + if (!materials[i].HasProperty("_GradientIndex")) continue; + + EditorGUILayout.BeginVertical(EditorStyles.helpBox); + EditorGUILayout.LabelField($"Material {i}: {materials[i].name}", EditorStyles.miniLabel); + + SerializedProperty prop = null; + switch (i) + { + case 0: prop = indexProp0; break; + case 1: prop = indexProp1; break; + case 2: prop = indexProp2; break; + case 3: prop = indexProp3; break; + } + + if (prop != null) + { + EditorGUILayout.PropertyField(prop, new GUIContent($"Index Material {i}")); + } + + EditorGUILayout.EndVertical(); + EditorGUILayout.Space(3); + } + + serializedObject.ApplyModifiedProperties(); + + EditorGUILayout.Space(10); + + // Timeline instructions + if (materialsWithIndex >= 2) + { + EditorGUILayout.HelpBox( + "Timeline Animation (Multiple Materials):\n" + + "1. Add Animation Track\n" + + "2. Drag this GameObject to track\n" + + "3. Add properties: 'Index Material 0', 'Index Material 1', etc.\n" + + "4. Each material animates independently!", + MessageType.None + ); + } + else if (materialsWithIndex == 1) + { + EditorGUILayout.HelpBox( + "Timeline Animation (Single Material):\n" + + "1. Add Animation Track\n" + + "2. Drag this GameObject to track\n" + + "3. Add property: 'Index Material 0'\n" + + " (Or animate directly via Renderer > Material > _GradientIndex)", + MessageType.None + ); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/MaterialIndexControllerEditor.cs.meta b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/MaterialIndexControllerEditor.cs.meta new file mode 100644 index 0000000..b6fcc30 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/MaterialIndexControllerEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 222b2dfbd04a57449a8d0c9ccd5ef54a +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/MaterialIndexControllerEditor.cs + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/PotionTextureSetupEditor.cs b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/PotionTextureSetupEditor.cs new file mode 100644 index 0000000..df4abaa --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/PotionTextureSetupEditor.cs @@ -0,0 +1,103 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; + +[CustomEditor(typeof(PotionTextureSetup))] +public class PotionTextureSetupEditor : Editor +{ + public override void OnInspectorGUI() + { + PotionTextureSetup script = (PotionTextureSetup)target; + + DrawDefaultInspector(); + + EditorGUILayout.Space(15); + + Renderer rend = script.GetComponent(); + int materialCount = rend != null ? rend.sharedMaterials.Length : 0; + + if (materialCount > 0) + { + bool isPrepared = false; + if (rend != null) + { + Material[] sharedMats = rend.sharedMaterials; + if (sharedMats != null && sharedMats.Length > 0) + { + foreach (var mat in sharedMats) + { + if (mat != null && mat.name.Contains("(Instance)")) + { + isPrepared = true; + break; + } + } + } + } + + EditorGUILayout.LabelField("Timeline Animation Setup", EditorStyles.boldLabel); + + if (!isPrepared) + { + EditorGUILayout.HelpBox( + "To animate material properties in Timeline, you need to prepare this object first.\n\n" + + "This creates material instances that allow:\n" + + "• Timeline animations to work properly\n" + + "• Each object to have independent grayscale textures\n" + + "• Properties to animate without affecting other objects", + MessageType.Info + ); + + GUI.backgroundColor = new Color(0.3f, 0.8f, 0.3f); + if (GUILayout.Button("🎬 Prepare for Timeline", GUILayout.Height(40))) + { + script.PrepareForTimeline(); + } + GUI.backgroundColor = Color.white; + } + else + { + string helpText = "✓ Timeline-ready! Material instances created.\n\n"; + helpText += "Animate in Timeline:\n"; + helpText += "• All properties via: Renderer > Material > [Property]\n"; + helpText += "• Colors, emission, smoothness, etc.\n\n"; + + if (materialCount >= 2) + { + helpText += "⚠️ For _GradientIndex:\n"; + helpText += "ADD MaterialIndexController component (REQUIRED)\n"; + helpText += "Without it, all materials will animate together.\n\n"; + } + else if (materialCount == 1) + { + helpText += "For _GradientIndex:\n"; + helpText += "• Animate directly via Renderer > Material, OR\n"; + helpText += "• Add MaterialIndexController for a cleaner slider (optional)\n\n"; + } + + helpText += "💡 Tip: Timeline preview in Edit Mode can be unreliable.\n"; + helpText += "Always test in Play Mode for accurate animation results."; + + EditorGUILayout.HelpBox(helpText, MessageType.None); + + EditorGUILayout.Space(5); + + // Undo button + GUI.backgroundColor = new Color(0.9f, 0.5f, 0.3f); + if (GUILayout.Button("↩ Remove Instances (Restore Originals)", GUILayout.Height(30))) + { + if (EditorUtility.DisplayDialog( + "Remove Material Instances?", + "This will restore the original shared materials.\n\nTimeline animations will no longer work until you prepare again.", + "Remove", + "Cancel")) + { + script.RemoveInstances(); + } + } + GUI.backgroundColor = Color.white; + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/PotionTextureSetupEditor.cs.meta b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/PotionTextureSetupEditor.cs.meta new file mode 100644 index 0000000..b8f0e4e --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/PotionTextureSetupEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0d77c97b0aa656e4eba50acfa5350868 +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Scripts/Editor/PotionTextureSetupEditor.cs + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/Liquid.cs b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Liquid.cs new file mode 100644 index 0000000..456b655 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Liquid.cs @@ -0,0 +1,456 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Simulates liquid physics with wobble effects based on object movement and rotation. +/// Supports both Material Property Blocks (for shared materials) and Material Instances (for Timeline animation). +/// +[ExecuteInEditMode] +[RequireComponent(typeof(MeshFilter), typeof(Renderer))] +public class Liquid : MonoBehaviour +{ + /// + /// Determines which time source to use for wobble calculations. + /// + public enum UpdateMode + { + /// Normal game time (affected by Time.timeScale) + Normal, + /// Unscaled time (ignores Time.timeScale, useful for pause menus) + UnscaledTime + } + + public UpdateMode updateMode; + + [Header("Wobble Settings")] + [Tooltip("Maximum wobble intensity. Higher values = more aggressive liquid movement.")] + [Range(0f, 0.4f)] [SerializeField] float MaxWobble = 0.03f; + + [Tooltip("Speed of wobble oscillation. Higher values = faster wobbling.")] + [Range(0f, 1.5f)] [SerializeField] float WobbleSpeedMove = 1f; + + [Tooltip("How quickly the wobble returns to rest. Higher values = faster damping.")] + [Range(0f, 2f)] [SerializeField] float Recovery = 1f; + + [Tooltip("Minimum velocity magnitude required to trigger wobble. Acts as a threshold.")] + [Range(0f, 5f)] [SerializeField] float Thickness = 1f; + + [Header("Fill Settings")] + [Tooltip("Current fill level (0 = empty, 1 = full). Can be animated.")] + [Range(0f, 1f)] public float fillAmount = 0.5f; + + [Tooltip("Minimum fill value when fillAmount is 0.")] + [Range(0f, 1f)] public float minFill = 0f; + + [Tooltip("Maximum fill value when fillAmount is 1.")] + [Range(0f, 1f)] public float maxFill = 1f; + + [Tooltip("Compensates for mesh shape. 0 = uses pivot, 1 = uses lowest vertex point.")] + [Range(0, 1)] public float CompensateShapeAmount; + + [Header("References")] + [SerializeField] Mesh mesh; + [SerializeField] Renderer rend; + + Vector3 pos; + Vector3 lastPos; + Vector3 velocity; + Quaternion lastRot; + Vector3 angularVelocity; + float wobbleAmountX; + float wobbleAmountZ; + float wobbleAmountToAddX; + float wobbleAmountToAddZ; + float pulse; + float sinewave; + double timeOffset; // Double for better precision across platforms + Vector3 comp; + + MaterialPropertyBlock mpb; + + private static readonly int GrayscaleTexID = Shader.PropertyToID("_GrayscaleTex"); + private static readonly int WobbleXID = Shader.PropertyToID("_WobbleX"); + private static readonly int WobbleZID = Shader.PropertyToID("_WobbleZ"); + private static readonly int FillAmountID = Shader.PropertyToID("_FillAmount"); + private static readonly int GradientIndexID = Shader.PropertyToID("_GradientIndex"); + + private Texture2D cachedGrayscaleTexture; + private bool grayscaleTextureNeedsUpdate = false; + private bool usesMaterialInstances = false; + + // ⚡ OPTIMIZATION: Cache the lowest point of the mesh (constant value) + private float cachedLowestPoint; + private bool lowestPointCached = false; + + void Start() + { + // Validate components before initialization + if (!ValidateComponents()) + { + enabled = false; + return; + } + + GetMeshAndRend(); + + // ⚡ GPU INSTANCING: Works automatically with MPB if shader has instancing enabled + mpb = new MaterialPropertyBlock(); + + CheckIfUsingInstances(); + CacheLowestPoint(); + + // Initialize time offset for consistent behavior across platforms + timeOffset = (updateMode == UpdateMode.UnscaledTime) ? Time.unscaledTime : Time.time; + + // ⚡ FIX: Limit framerate for consistent physics across platforms + Application.targetFrameRate = 60; // Force 60 FPS everywhere + QualitySettings.vSyncCount = 0; // Disable VSync to use targetFrameRate + } + + private void OnValidate() + { + GetMeshAndRend(); + if (mpb == null) + { + mpb = new MaterialPropertyBlock(); + } + CheckIfUsingInstances(); + + // Recalculate if mesh changes in editor + lowestPointCached = false; + } + + /// + /// Validates that all required components are present. + /// Logs clear errors if components are missing. + /// + /// True if all required components exist, false otherwise. + bool ValidateComponents() + { + bool isValid = true; + + MeshFilter meshFilter = GetComponent(); + if (meshFilter == null) + { + Debug.LogError($"[Liquid] MeshFilter component missing on '{gameObject.name}'. " + + "Add a MeshFilter component to use Liquid script.", this); + isValid = false; + } + else if (meshFilter.sharedMesh == null) + { + Debug.LogError($"[Liquid] MeshFilter on '{gameObject.name}' has no mesh assigned. " + + "Assign a mesh to the MeshFilter component.", this); + isValid = false; + } + + Renderer renderer = GetComponent(); + if (renderer == null) + { + Debug.LogError($"[Liquid] Renderer component missing on '{gameObject.name}'. " + + "Add a Renderer component (MeshRenderer, SkinnedMeshRenderer, etc.).", this); + isValid = false; + } + else if (renderer.sharedMaterials == null || renderer.sharedMaterials.Length == 0) + { + Debug.LogWarning($"[Liquid] Renderer on '{gameObject.name}' has no materials assigned. " + + "Assign at least one material for the liquid effect to work.", this); + } + + return isValid; + } + + void CheckIfUsingInstances() + { + if (rend == null) return; + + Material[] materials = rend.sharedMaterials; + + // Check if ANY material is an instance + usesMaterialInstances = false; + foreach (var mat in materials) + { + if (mat != null && mat.name.Contains("(Instance)")) + { + usesMaterialInstances = true; + break; + } + } + } + + void GetMeshAndRend() + { + if (mesh == null) + { + MeshFilter mf = GetComponent(); + if (mf != null) mesh = mf.sharedMesh; + } + if (rend == null) + rend = GetComponent(); + } + + /// + /// ⚡ OPTIMIZATION: Calculates the lowest point of the mesh ONCE and caches it. + /// This value is constant for a given mesh and doesn't need recalculation every frame. + /// For a mesh with 500 vertices at 60 FPS, this saves 1.8 million iterations per minute. + /// + void CacheLowestPoint() + { + if (mesh == null || lowestPointCached) return; + + float lowestY = float.MaxValue; + Vector3 lowestVert = Vector3.zero; + Vector3[] vertices = mesh.vertices; + + for (int i = 0; i < vertices.Length; i++) + { + Vector3 position = transform.TransformPoint(vertices[i]); + if (position.y < lowestY) + { + lowestY = position.y; + lowestVert = position; + } + } + + cachedLowestPoint = lowestVert.y; + lowestPointCached = true; + } + + /// + /// Returns the cached lowest point of the mesh in world space. + /// If not cached, calculates and caches it first. + /// + /// The Y position of the lowest vertex in world space. + float GetLowestPoint() + { + if (!lowestPointCached) + { + CacheLowestPoint(); + } + return cachedLowestPoint; + } + + void Update() + { + float deltaTime = 0; + float currentTime = 0; + + switch (updateMode) + { + case UpdateMode.Normal: + deltaTime = Time.deltaTime; + currentTime = (float)(Time.time - timeOffset); + break; + case UpdateMode.UnscaledTime: + deltaTime = Time.unscaledDeltaTime; + currentTime = (float)(Time.unscaledTime - timeOffset); + break; + } + + if (deltaTime != 0) + { + wobbleAmountToAddX = Mathf.Lerp(wobbleAmountToAddX, 0, (deltaTime * Recovery)); + wobbleAmountToAddZ = Mathf.Lerp(wobbleAmountToAddZ, 0, (deltaTime * Recovery)); + + pulse = 2 * Mathf.PI * WobbleSpeedMove; + // ⚡ FIX: Use Time.time instead of manual accumulation for platform consistency + sinewave = Mathf.Lerp(sinewave, Mathf.Sin(pulse * currentTime), + deltaTime * Mathf.Clamp(velocity.magnitude + angularVelocity.magnitude, Thickness, 10)); + + wobbleAmountX = wobbleAmountToAddX * sinewave; + wobbleAmountZ = wobbleAmountToAddZ * sinewave; + + velocity = (lastPos - transform.position) / deltaTime; + angularVelocity = GetAngularVelocity(lastRot, transform.rotation); + + wobbleAmountToAddX += Mathf.Clamp((velocity.x + (velocity.y * 0.2f) + angularVelocity.z + angularVelocity.y) * MaxWobble, -MaxWobble, MaxWobble); + wobbleAmountToAddZ += Mathf.Clamp((velocity.z + (velocity.y * 0.2f) + angularVelocity.x + angularVelocity.y) * MaxWobble, -MaxWobble, MaxWobble); + } + + UpdatePos(deltaTime); + + if (usesMaterialInstances) + ApplyToMaterialInstances(); + else + ApplyToMaterialPropertyBlock(); + + lastPos = transform.position; + lastRot = transform.rotation; + } + + void ApplyToMaterialInstances() + { + if (rend == null) return; + + Material[] materials = rend.sharedMaterials; + + // Write directly to material instances (not MPB) + // This allows Timeline to animate other properties freely + for (int i = 0; i < materials.Length; i++) + { + if (materials[i] == null) continue; + + if (materials[i].HasProperty(WobbleXID)) + materials[i].SetFloat(WobbleXID, wobbleAmountX); + + if (materials[i].HasProperty(WobbleZID)) + materials[i].SetFloat(WobbleZID, wobbleAmountZ); + + if (materials[i].HasProperty(FillAmountID)) + materials[i].SetVector(FillAmountID, pos); + + if (cachedGrayscaleTexture != null && materials[i].HasProperty(GrayscaleTexID)) + { + materials[i].SetTexture(GrayscaleTexID, cachedGrayscaleTexture); + } + } + + grayscaleTextureNeedsUpdate = false; + } + + void ApplyToMaterialPropertyBlock() + { + if (rend == null || mpb == null) return; + + Material[] materials = rend.sharedMaterials; + + // ⚡ GPU INSTANCING: Use MPB with instancing enabled for batching + for (int i = 0; i < materials.Length; i++) + { + if (materials[i] == null) continue; + + rend.GetPropertyBlock(mpb, i); + + if (materials[i].HasProperty(WobbleXID)) + mpb.SetFloat(WobbleXID, wobbleAmountX); + + if (materials[i].HasProperty(WobbleZID)) + mpb.SetFloat(WobbleZID, wobbleAmountZ); + + if (materials[i].HasProperty(FillAmountID)) + mpb.SetVector(FillAmountID, pos); + + if (!Application.isPlaying || grayscaleTextureNeedsUpdate) + { + if (cachedGrayscaleTexture != null && materials[i].HasProperty(GrayscaleTexID)) + { + mpb.SetTexture(GrayscaleTexID, cachedGrayscaleTexture); + } + } + + rend.SetPropertyBlock(mpb, i); + } + + grayscaleTextureNeedsUpdate = false; + } + + void UpdatePos(float deltaTime) + { + Vector3 worldPos = transform.TransformPoint(mesh.bounds.center); + + float normalizedFill = Mathf.Lerp(minFill, maxFill, fillAmount); + float invertedFill = 1f - normalizedFill; + + if (CompensateShapeAmount > 0) + { + // ⚡ Now uses cached value - NO recalculation every frame + if (deltaTime != 0) + comp = Vector3.Lerp(comp, (worldPos - new Vector3(0, GetLowestPoint(), 0)), deltaTime * 10); + else + comp = (worldPos - new Vector3(0, GetLowestPoint(), 0)); + + pos = worldPos - transform.position - new Vector3(0, invertedFill - (comp.y * CompensateShapeAmount), 0); + } + else + { + pos = worldPos - transform.position - new Vector3(0, invertedFill, 0); + } + } + + Vector3 GetAngularVelocity(Quaternion foreLastFrameRotation, Quaternion lastFrameRotation) + { + var q = lastFrameRotation * Quaternion.Inverse(foreLastFrameRotation); + if (Mathf.Abs(q.w) > 1023.5f / 1024.0f) return Vector3.zero; + + // Use the deltaTime that respects UpdateMode + float dt = (updateMode == UpdateMode.UnscaledTime) ? Time.unscaledDeltaTime : Time.deltaTime; + if (dt == 0) return Vector3.zero; // Avoid division by zero + + float gain; + if (q.w < 0.0f) + { + var angle = Mathf.Acos(-q.w); + gain = -2.0f * angle / (Mathf.Sin(angle) * dt); + } + else + { + var angle = Mathf.Acos(q.w); + gain = 2.0f * angle / (Mathf.Sin(angle) * dt); + } + Vector3 angularVelocity = new Vector3(q.x * gain, q.y * gain, q.z * gain); + + if (float.IsNaN(angularVelocity.z)) angularVelocity = Vector3.zero; + return angularVelocity; + } + + /// + /// Sets the grayscale texture for LUT-based gradient coloring. + /// The texture is used by the shader to map grayscale values to gradient colors. + /// + /// The grayscale texture to apply. Should be a linear gradient from black to white. + /// + /// This method marks the texture as needing update and applies it in the next render cycle. + /// The texture will be applied via MaterialPropertyBlock or Material Instance depending on the current mode. + /// + public void SetGrayscale(Texture2D tex) + { + if (rend == null) + { + rend = GetComponent(); + if (rend == null) + { + Debug.LogWarning($"[Liquid] Cannot set grayscale texture on '{gameObject.name}': Renderer not found.", this); + return; + } + } + + if (mpb == null) + { + mpb = new MaterialPropertyBlock(); + } + + cachedGrayscaleTexture = tex; + grayscaleTextureNeedsUpdate = true; + + CheckIfUsingInstances(); + } + + /// + /// Refreshes the instance detection and clears property blocks. + /// Call this after using "Prepare for Timeline" to switch between MPB and Material Instance modes. + /// + /// + /// This method is called automatically by PotionTextureSetup when creating or removing material instances. + /// You typically don't need to call this manually. + /// + public void RefreshInstanceDetection() + { + CheckIfUsingInstances(); + + // Clear any existing property blocks when switching modes + if (rend != null) + { + Material[] materials = rend.sharedMaterials; + for (int i = 0; i < materials.Length; i++) + { + rend.SetPropertyBlock(null, i); + } + } + + // Reapply grayscale if needed + if (cachedGrayscaleTexture != null) + { + grayscaleTextureNeedsUpdate = true; + } + } +} \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/Liquid.cs.meta b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Liquid.cs.meta new file mode 100644 index 0000000..928222b --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/Liquid.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ef390e80db64db64a944b927a65bab7d +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Scripts/Liquid.cs + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/MaterialIndexController.cs b/Assets/MesshingAround/StylizedPotionsPack/Scripts/MaterialIndexController.cs new file mode 100644 index 0000000..96044d7 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/MaterialIndexController.cs @@ -0,0 +1,341 @@ +using UnityEngine; + +/// +/// Controls _GradientIndex property per material slot independently. +/// Essential for Timeline animation when multiple materials share the same gradient system. +/// Detects materials with _GradientIndex and exposes individual sliders for each. +/// +/// +/// USAGE: +/// - REQUIRED for 2+ materials: Allows independent gradient animation per material slot +/// - OPTIONAL for 1 material: Provides a convenient slider (can also animate directly via Renderer > Material) +/// +/// Before using this component, ensure you've called "Prepare for Timeline" on PotionTextureSetup. +/// +[ExecuteInEditMode] +[RequireComponent(typeof(Renderer))] +public class MaterialIndexController : MonoBehaviour +{ + [Header("Material Indices (Animate These in Timeline)")] + [Tooltip("Gradient index for material slot 0. Animatable in Timeline.")] + [Range(0, 109)] public float indexMaterial0 = 0f; + + [Tooltip("Gradient index for material slot 1. Animatable in Timeline.")] + [Range(0, 109)] public float indexMaterial1 = 0f; + + [Tooltip("Gradient index for material slot 2. Animatable in Timeline.")] + [Range(0, 109)] public float indexMaterial2 = 0f; + + [Tooltip("Gradient index for material slot 3. Animatable in Timeline.")] + [Range(0, 109)] public float indexMaterial3 = 0f; + + [Header("Info")] + [SerializeField] private int detectedMaterialsWithIndex = 0; + + private static readonly int GradientIndexID = Shader.PropertyToID("_GradientIndex"); + private Renderer rend; + private MaterialPropertyBlock mpb; + private float[] lastIndices = new float[4]; + private bool usesMaterialInstances = false; + private bool hasReadInitialValues = false; + + void Awake() + { + Initialize(); + } + + void OnEnable() + { + Initialize(); + + // Validate before proceeding + if (!ValidateComponents()) + { + enabled = false; + return; + } + + DetectMaterialsWithIndex(); + CheckIfUsingInstances(); + ReadCurrentIndicesFromMaterials(); + + // Info message when component is first added + if (!hasReadInitialValues && Application.isPlaying) + { + if (detectedMaterialsWithIndex > 0) + { + Debug.Log($"[MaterialIndexController] Detected {detectedMaterialsWithIndex} material(s) with _GradientIndex on '{gameObject.name}'. Current values loaded.", this); + } + else + { + Debug.LogWarning($"[MaterialIndexController] No materials with _GradientIndex found on '{gameObject.name}'. " + + "This component will have no effect. Use a compatible shader (e.g., Liquid_Effect, Stylized_Tint).", this); + } + } + + ApplyIndices(); + } + + void Start() + { + DetectMaterialsWithIndex(); + CheckIfUsingInstances(); + ReadCurrentIndicesFromMaterials(); + ApplyIndices(); + } + + void OnValidate() + { + if (rend == null) rend = GetComponent(); + DetectMaterialsWithIndex(); + CheckIfUsingInstances(); + // Don't read values in OnValidate - user might be editing sliders + } + + void Update() + { + // Only update if values changed (performance optimization) + if (HasChanged()) + { + ApplyIndices(); + } + } + + /// + /// Validates that all required components are present and properly configured. + /// + /// True if valid, false otherwise. + bool ValidateComponents() + { + if (rend == null) + { + Debug.LogError($"[MaterialIndexController] Renderer component missing on '{gameObject.name}'. " + + "Cannot control material indices without a Renderer.", this); + return false; + } + + if (rend.sharedMaterials == null || rend.sharedMaterials.Length == 0) + { + Debug.LogWarning($"[MaterialIndexController] Renderer on '{gameObject.name}' has no materials assigned. " + + "Assign materials to use gradient index control.", this); + return false; + } + + return true; + } + + /// + /// Initializes component references and MaterialPropertyBlock with GPU instancing enabled. + /// + void Initialize() + { + if (rend == null) + rend = GetComponent(); + + if (mpb == null) + { + mpb = new MaterialPropertyBlock(); + } + } + + void CheckIfUsingInstances() + { + if (rend == null) return; + + Material[] materials = rend.sharedMaterials; + + // Check if ANY material is an instance + usesMaterialInstances = false; + foreach (var mat in materials) + { + if (mat != null && mat.name.Contains("(Instance)")) + { + usesMaterialInstances = true; + break; + } + } + } + + void DetectMaterialsWithIndex() + { + if (rend == null) return; + + detectedMaterialsWithIndex = 0; + Material[] materials = rend.sharedMaterials; + + for (int i = 0; i < materials.Length && i < 4; i++) + { + if (materials[i] != null && materials[i].HasProperty(GradientIndexID)) + { + detectedMaterialsWithIndex++; + } + } + } + + /// + /// Reads current gradient index values from materials and syncs controller values. + /// Only reads once during initialization to avoid overwriting user changes. + /// + void ReadCurrentIndicesFromMaterials() + { + if (rend == null) return; + if (hasReadInitialValues) return; // Only read once on first initialization + + Material[] materials = rend.sharedMaterials; + + // Read current index values from materials + for (int i = 0; i < materials.Length && i < 4; i++) + { + if (materials[i] == null) continue; + if (!materials[i].HasProperty(GradientIndexID)) continue; + + float currentValue = materials[i].GetFloat(GradientIndexID); + + // Set the controller values to match current material values + switch (i) + { + case 0: indexMaterial0 = currentValue; break; + case 1: indexMaterial1 = currentValue; break; + case 2: indexMaterial2 = currentValue; break; + case 3: indexMaterial3 = currentValue; break; + } + } + + hasReadInitialValues = true; + } + + /// + /// Checks if any index value has changed since last update. + /// + /// True if any value changed, false otherwise. + bool HasChanged() + { + return !Mathf.Approximately(indexMaterial0, lastIndices[0]) || + !Mathf.Approximately(indexMaterial1, lastIndices[1]) || + !Mathf.Approximately(indexMaterial2, lastIndices[2]) || + !Mathf.Approximately(indexMaterial3, lastIndices[3]); + } + + /// + /// Applies gradient index values to materials. + /// Uses Material Instances (direct write) or MaterialPropertyBlock depending on current mode. + /// + void ApplyIndices() + { + if (rend == null) return; + + Material[] materials = rend.sharedMaterials; + float[] currentIndices = { indexMaterial0, indexMaterial1, indexMaterial2, indexMaterial3 }; + + if (usesMaterialInstances) + { + // Write directly to material instances + for (int i = 0; i < materials.Length && i < 4; i++) + { + if (materials[i] == null) continue; + if (!materials[i].HasProperty(GradientIndexID)) continue; + + materials[i].SetFloat(GradientIndexID, currentIndices[i]); + lastIndices[i] = currentIndices[i]; + } + } + else + { + // ⚡ GPU INSTANCING: Use MPB with instancing enabled + if (mpb == null) return; + + for (int i = 0; i < materials.Length && i < 4; i++) + { + if (materials[i] == null) continue; + if (!materials[i].HasProperty(GradientIndexID)) continue; + + rend.GetPropertyBlock(mpb, i); + mpb.SetFloat(GradientIndexID, currentIndices[i]); + rend.SetPropertyBlock(mpb, i); + + lastIndices[i] = currentIndices[i]; + } + } + } + + /// + /// Sets the gradient index for a specific material slot. + /// + /// The material slot index (0-3). + /// The gradient index value (0-109). + /// + /// Use this method to programmatically change gradient indices at runtime. + /// The value is automatically clamped to the valid range (0-109). + /// + /// + /// + /// // Set gradient index 45 for material slot 0 + /// materialIndexController.SetIndex(0, 45f); + /// + /// + public void SetIndex(int materialSlot, float value) + { + value = Mathf.Clamp(value, 0, 109); + + switch (materialSlot) + { + case 0: indexMaterial0 = value; break; + case 1: indexMaterial1 = value; break; + case 2: indexMaterial2 = value; break; + case 3: indexMaterial3 = value; break; + } + + ApplyIndices(); + } + + /// + /// Gets the current gradient index for a specific material slot. + /// + /// The material slot index (0-3). + /// The gradient index value for the specified slot. + /// + /// + /// float currentIndex = materialIndexController.GetIndex(0); + /// + /// + public float GetIndex(int materialSlot) + { + switch (materialSlot) + { + case 0: return indexMaterial0; + case 1: return indexMaterial1; + case 2: return indexMaterial2; + case 3: return indexMaterial3; + default: return 0f; + } + } + + /// + /// Refreshes instance detection and clears property blocks. + /// Call this after using "Prepare for Timeline" to switch between MPB and Material Instance modes. + /// + /// + /// This method is called automatically by PotionTextureSetup when creating or removing material instances. + /// You typically don't need to call this manually. + /// + public void RefreshInstanceDetection() + { + CheckIfUsingInstances(); + + // Clear any existing property blocks when switching modes + if (rend != null) + { + Material[] materials = rend.sharedMaterials; + for (int i = 0; i < materials.Length; i++) + { + rend.SetPropertyBlock(null, i); + } + } + + // Read values again after switching to instances + hasReadInitialValues = false; + ReadCurrentIndicesFromMaterials(); + + ApplyIndices(); + } +} \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/MaterialIndexController.cs.meta b/Assets/MesshingAround/StylizedPotionsPack/Scripts/MaterialIndexController.cs.meta new file mode 100644 index 0000000..6025d02 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/MaterialIndexController.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 432f59e3338158d4489ac699c39b67a8 +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Scripts/MaterialIndexController.cs + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/PotionTextureSetup.cs b/Assets/MesshingAround/StylizedPotionsPack/Scripts/PotionTextureSetup.cs new file mode 100644 index 0000000..d72f4e6 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Scripts/PotionTextureSetup.cs @@ -0,0 +1,377 @@ +using UnityEngine; + +/// +/// Manages grayscale texture assignment for LUT-based gradient coloring. +/// Supports both MaterialPropertyBlock mode (for shared materials) and Material Instance mode (for Timeline animation). +/// +[ExecuteInEditMode] +[RequireComponent(typeof(Renderer))] +public class PotionTextureSetup : MonoBehaviour +{ + [Header("Grayscale Texture")] + [Tooltip("Grayscale texture used for LUT (Look-Up Table) gradient coloring. Should be a linear gradient from black to white.")] + public Texture2D grayscaleTexture; + + private static readonly int GrayscaleTexID = Shader.PropertyToID("_GrayscaleTex"); + + private Renderer rend; + private Liquid liquidComponent; + private Texture2D lastTexture; + private MaterialPropertyBlock mpb; + private bool usesMaterialInstances = false; + + void Awake() + { + InitializeComponents(); + } + + void OnEnable() + { + InitializeComponents(); + ApplyTexture(); + } + + void Start() + { + // Validate components + if (!ValidateComponents()) + { + enabled = false; + return; + } + + CheckIfUsingInstances(); + ApplyTexture(); + } + + void OnValidate() + { + InitializeComponents(); + ApplyTexture(); + } + + void Update() + { + // Only update if texture reference changed + if (grayscaleTexture != lastTexture) + { + ApplyTexture(); + } + } + + /// + /// Validates that all required components are present and properly configured. + /// + /// True if valid, false otherwise. + bool ValidateComponents() + { + if (rend == null) + { + Debug.LogError($"[PotionTextureSetup] Renderer component missing on '{gameObject.name}'. " + + "Cannot apply grayscale texture without a Renderer.", this); + return false; + } + + if (rend.sharedMaterials == null || rend.sharedMaterials.Length == 0) + { + Debug.LogWarning($"[PotionTextureSetup] Renderer on '{gameObject.name}' has no materials assigned. " + + "Assign materials to use grayscale texture feature.", this); + return false; + } + + // Check if any material has the _GrayscaleTex property + bool hasGrayscaleProperty = false; + foreach (var mat in rend.sharedMaterials) + { + if (mat != null && mat.HasProperty("_GrayscaleTex")) + { + hasGrayscaleProperty = true; + break; + } + } + + if (!hasGrayscaleProperty) + { + Debug.LogWarning($"[PotionTextureSetup] None of the materials on '{gameObject.name}' have '_GrayscaleTex' property. " + + "This component will have no effect. Use a compatible shader (e.g., Liquid_Effect, Stylized_Tint).", this); + } + + return true; + } + + /// + /// Initializes component references and MaterialPropertyBlock with GPU instancing enabled. + /// + void InitializeComponents() + { + if (rend == null) rend = GetComponent(); + if (liquidComponent == null) liquidComponent = GetComponent(); + + if (mpb == null) + { + mpb = new MaterialPropertyBlock(); + } + + CheckIfUsingInstances(); + } + + void CheckIfUsingInstances() + { + if (rend == null) return; + + Material[] materials = rend.sharedMaterials; + usesMaterialInstances = false; + + foreach (var mat in materials) + { + if (mat != null && mat.name.Contains("(Instance)")) + { + usesMaterialInstances = true; + break; + } + } + } + + private void ApplyTexture() + { + if (grayscaleTexture == null) return; + + // If Liquid component exists, delegate to it (handles instance detection internally) + if (liquidComponent != null) + { + liquidComponent.SetGrayscale(grayscaleTexture); + lastTexture = grayscaleTexture; + return; + } + + if (rend == null) return; + + Material[] materials = rend.sharedMaterials; + + if (usesMaterialInstances) + { + // Write directly to material instances (for Timeline mode) + for (int i = 0; i < materials.Length; i++) + { + if (materials[i] != null && materials[i].HasProperty("_GrayscaleTex")) + { + materials[i].SetTexture(GrayscaleTexID, grayscaleTexture); + } + } + } + else + { + // ⚡ GPU INSTANCING: Use MPB with instancing enabled + if (mpb == null) return; + + for (int i = 0; i < materials.Length; i++) + { + if (materials[i] != null && materials[i].HasProperty("_GrayscaleTex")) + { + rend.GetPropertyBlock(mpb, i); + mpb.SetTexture(GrayscaleTexID, grayscaleTexture); + rend.SetPropertyBlock(mpb, i); + } + } + } + + lastTexture = grayscaleTexture; + } + + /// + /// Sets a new grayscale texture and applies it immediately. + /// + /// The grayscale texture to apply. + /// + /// Use this method to dynamically change the grayscale texture at runtime. + /// The texture will be applied according to the current mode (MPB or Material Instance). + /// + public void SetGrayscaleTexture(Texture2D texture) + { + grayscaleTexture = texture; + ApplyTexture(); + } + + /// + /// Creates material instances for Timeline animation. + /// This allows Timeline to animate all material properties independently per object. + /// + /// + /// After calling this method: + /// - Each object will have its own material instances (not shared) + /// - Timeline can animate material properties per object + /// - Use MaterialIndexController to animate _GradientIndex independently per material slot + /// + /// NOTE: Material instances increase memory usage. Only use when Timeline animation is needed. + /// To revert, use RemoveInstances() method. + /// + [ContextMenu("Prepare for Timeline")] + public void PrepareForTimeline() + { + if (rend == null) rend = GetComponent(); + + Material[] sharedMats = rend.sharedMaterials; + bool alreadyPrepared = true; + + // Check if already using instances + for (int i = 0; i < sharedMats.Length; i++) + { + if (sharedMats[i] != null && !sharedMats[i].name.Contains("(Instance)")) + { + alreadyPrepared = false; + break; + } + } + + if (alreadyPrepared && sharedMats.Length > 0) + { + Debug.Log($"[PotionTextureSetup] '{gameObject.name}' is already using material instances.", this); + return; + } + + // Create material instances + Material[] newInstances = new Material[sharedMats.Length]; + for (int i = 0; i < sharedMats.Length; i++) + { + if (sharedMats[i] != null) + { + newInstances[i] = new Material(sharedMats[i]); + newInstances[i].name = sharedMats[i].name + " (Instance)"; + } + } + + rend.sharedMaterials = newInstances; + ApplyTexture(); + + // Notify other components to switch from MPB to direct material writes + if (liquidComponent != null) + { + liquidComponent.RefreshInstanceDetection(); + } + + MaterialIndexController indexController = GetComponent(); + if (indexController != null) + { + indexController.RefreshInstanceDetection(); + } + + CheckIfUsingInstances(); + ApplyTexture(); + +#if UNITY_EDITOR + // Force editor refresh + UnityEditor.EditorUtility.SetDirty(gameObject); + UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(gameObject.scene); +#endif + + Debug.Log($"[PotionTextureSetup] Created {newInstances.Length} material instance(s) for '{gameObject.name}'. Timeline-ready!", this); + Debug.Log("Note: Timeline preview in Edit Mode can be unreliable. Always test in Play Mode for accurate results.", this); + + if (newInstances.Length >= 2) + { + Debug.Log("IMPORTANT: For multiple materials, add MaterialIndexController component to animate _GradientIndex independently per material.", this); + } + else + { + Debug.Log("Tip: You can optionally add MaterialIndexController for a cleaner _GradientIndex slider (not required for single material).", this); + } + } + + /// + /// Removes material instances and restores the original shared materials. + /// Use this to revert changes made by PrepareForTimeline(). + /// + /// + /// After calling this method: + /// - Objects will use shared materials again (better for batching/performance) + /// - Timeline animations will no longer work (need to call PrepareForTimeline again) + /// - Memory usage will be reduced + /// + [ContextMenu("Remove Instances (Restore Originals)")] + public void RemoveInstances() + { + if (rend == null) rend = GetComponent(); + + Material[] currentMats = rend.sharedMaterials; + Material[] originalMats = new Material[currentMats.Length]; + bool foundAnyInstances = false; + + for (int i = 0; i < currentMats.Length; i++) + { + if (currentMats[i] != null && currentMats[i].name.Contains("(Instance)")) + { + foundAnyInstances = true; + string originalName = currentMats[i].name.Replace(" (Instance)", "").Trim(); + Material originalMat = FindOriginalMaterial(originalName); + + if (originalMat != null) + { + originalMats[i] = originalMat; + } + else + { + originalMats[i] = currentMats[i]; + Debug.LogWarning($"[PotionTextureSetup] Could not find original material '{originalName}' on '{gameObject.name}'. Keeping instance.", this); + } + } + else + { + originalMats[i] = currentMats[i]; + } + } + + if (foundAnyInstances) + { + rend.sharedMaterials = originalMats; + ApplyTexture(); + + if (liquidComponent != null) + { + liquidComponent.RefreshInstanceDetection(); + } + + MaterialIndexController indexController = GetComponent(); + if (indexController != null) + { + indexController.RefreshInstanceDetection(); + } + + CheckIfUsingInstances(); + ApplyTexture(); + +#if UNITY_EDITOR + UnityEditor.EditorUtility.SetDirty(gameObject); + UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(gameObject.scene); +#endif + + Debug.Log($"[PotionTextureSetup] Material instances removed from '{gameObject.name}'. Restored original materials.", this); + } + else + { + Debug.Log($"[PotionTextureSetup] No material instances found on '{gameObject.name}'. Nothing to remove.", this); + } + } + + /// + /// Attempts to find the original shared material by name. + /// + /// Name of the material to find. + /// The original material if found, null otherwise. + Material FindOriginalMaterial(string materialName) + { +#if UNITY_EDITOR + // Search in project for material with matching name + string[] guids = UnityEditor.AssetDatabase.FindAssets($"t:Material {materialName}"); + foreach (string guid in guids) + { + string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid); + Material mat = UnityEditor.AssetDatabase.LoadAssetAtPath(path); + if (mat != null && mat.name == materialName) + { + return mat; + } + } +#endif + return null; + } +} \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Scripts/PotionTextureSetup.cs.meta b/Assets/MesshingAround/StylizedPotionsPack/Scripts/PotionTextureSetup.cs.meta new file mode 100644 index 0000000..30d4658 --- /dev/null +++ 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a/Assets/MesshingAround/StylizedPotionsPack/Settings/Volume Profile (URP)/MesshingAround_PPprofile.asset.meta b/Assets/MesshingAround/StylizedPotionsPack/Settings/Volume Profile (URP)/MesshingAround_PPprofile.asset.meta new file mode 100644 index 0000000..b25811b --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Settings/Volume Profile (URP)/MesshingAround_PPprofile.asset.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: d534e94a2d7addd488890a5091e7e44b +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Settings/Volume Profile (URP)/MesshingAround_PPprofile.asset + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders.meta b/Assets/MesshingAround/StylizedPotionsPack/Shaders.meta new file mode 100644 index 0000000..cbdd514 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d954474237bc2dd459fc5d6458b8f85e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn.meta b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn.meta new file mode 100644 index 0000000..00b7a47 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: df97222162fd51a4b873027c5a9f2a50 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Liquid_Effect.shader b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Liquid_Effect.shader new file mode 100644 index 0000000..e5a2122 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Liquid_Effect.shader @@ -0,0 +1,272 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +Shader "MesshingAround/Liquid_Effect (Built-in)" +{ + Properties + { + [Header(Surface Inputs)] + [Header(Main Color)] + [NoScaleOffset]_LUTTex ("GradientTexture", 2D) = "white" {} + [HDR]_TopColor ("Top Color", Color) = (0, 0.6946828, 0.764151, 1) + [HDR]_Tint ("Tint", Color) = (1,1,1,1) + [NoScaleOffset]_MainTex ("Main Texture", 2D) = "white" {} + + _GradientIndex ("GradientIndex", Float) = 73.9 + _GradientCount ("GradientCount", Float) = 110 + + [Header(Foam Edge)] + _LineSmooth ("Foam Smoothness", Range(0,0.3)) = 0.026 + [HDR]_FoamColor ("Foam/EdgeColor", Color) = (1,1,1,1) + _Line ("FoamWidth", Range(0,0.3)) = 0 + + [Header(Sine)] + _Freq ("Frequency", Range(0,25)) = 0 + _Amplitude ("Amplitude", Range(0,0.2)) = 0 + + [Header(Rim)] + _RimPower ("Rim Power", Range(0,5)) = 2.44 + [HDR]_RimColor ("Rim Color", Color) = (0.693879, 1, 0.3254717, 1) + + // Hidden properties set by script - DO NOT REMOVE + [HideInInspector]_WobbleX ("Wobble X", Float) = 0 + [HideInInspector]_WobbleZ ("Wobble Z", Float) = 0 + [HideInInspector]_FillAmount ("Fill Amount", Vector) = (0,0,0,0) + [HideInInspector][NoScaleOffset]_GrayscaleTex ("GrayScaleTexture", 2D) = "white" {} + } + + SubShader + { + Tags {"Queue"="Geometry" "RenderType"="Opaque" "DisableBatching" = "True" } + + Pass + { + Zwrite On + Cull Off + AlphaToMask On + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + #pragma multi_compile_instancing + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal : NORMAL; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float3 viewDir : COLOR; + float3 normal : COLOR2; + float3 fillPosition : TEXCOORD2; + float3 worldNormal : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + sampler2D _LUTTex; + sampler2D _GrayscaleTex; + + // Non-instanced properties (fallback when instancing is disabled) + #if !defined(UNITY_INSTANCING_BUFFER_START) + float _GradientIndex; + float _GradientCount; + float3 _FillAmount; + float _WobbleX; + float _WobbleZ; + float4 _TopColor; + float4 _RimColor; + float4 _FoamColor; + float4 _Tint; + float _Line; + float _RimPower; + float _LineSmooth; + float _Freq; + float _Amplitude; + #endif + + // GPU Instancing: Properties that can vary per instance + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(float, _GradientIndex) + UNITY_DEFINE_INSTANCED_PROP(float, _GradientCount) + UNITY_DEFINE_INSTANCED_PROP(float3, _FillAmount) + UNITY_DEFINE_INSTANCED_PROP(float, _WobbleX) + UNITY_DEFINE_INSTANCED_PROP(float, _WobbleZ) + UNITY_DEFINE_INSTANCED_PROP(float4, _TopColor) + UNITY_DEFINE_INSTANCED_PROP(float4, _RimColor) + UNITY_DEFINE_INSTANCED_PROP(float4, _FoamColor) + UNITY_DEFINE_INSTANCED_PROP(float4, _Tint) + UNITY_DEFINE_INSTANCED_PROP(float, _Line) + UNITY_DEFINE_INSTANCED_PROP(float, _RimPower) + UNITY_DEFINE_INSTANCED_PROP(float, _LineSmooth) + UNITY_DEFINE_INSTANCED_PROP(float, _Freq) + UNITY_DEFINE_INSTANCED_PROP(float, _Amplitude) + UNITY_INSTANCING_BUFFER_END(Props) + + float3 Unity_RotateAboutAxis_Degrees(float3 In, float3 Axis, float Rotation) + { + Rotation = radians(Rotation); + float s = sin(Rotation); + float c = cos(Rotation); + float one_minus_c = 1.0 - c; + + Axis = normalize(Axis); + float3x3 rot_mat = + { one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s, + one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s, + one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c + }; + float3 Out = mul(rot_mat, In); + return Out; + } + + float4 SampleLUTFromGrayscale(float2 uv, float gradientIndex, float gradientCount) + { + float grayscaleValue = tex2D(_GrayscaleTex, uv).r; + float v = (round(gradientIndex) + 0.5) / gradientCount; + float2 lutUV = float2(grayscaleValue, v); + return tex2D(_LUTTex, lutUV); + } + + v2f vert (appdata v) + { + v2f o; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + UNITY_TRANSFER_FOG(o,o.vertex); + + // Access instanced properties + float wobbleX = UNITY_ACCESS_INSTANCED_PROP(Props, _WobbleX); + float wobbleZ = UNITY_ACCESS_INSTANCED_PROP(Props, _WobbleZ); + float3 fillAmount = UNITY_ACCESS_INSTANCED_PROP(Props, _FillAmount); + + // Calculate world position of vertex + float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz; + + // Get object pivot position in world space (same as SHADERGRAPH_OBJECT_POSITION in URP) + float3 objectPosition = unity_ObjectToWorld._m03_m13_m23; + + // Calculate position relative to object pivot + float3 worldPosRelative = worldPos - objectPosition; + + // Apply fill amount offset + float3 worldPosOffset = worldPosRelative - fillAmount; + + // Apply wobble rotations to the offset + float3 worldPosX = Unity_RotateAboutAxis_Degrees(worldPosOffset, float3(0,0,1), 90); + float3 worldPosZ = Unity_RotateAboutAxis_Degrees(worldPosOffset, float3(1,0,0), 90); + + // Combine wobble effects + float3 wobbleOffset = (worldPosX * wobbleX) + (worldPosZ * wobbleZ); + + // Final fill position: offset + wobble + o.fillPosition = worldPosOffset + wobbleOffset; + + o.viewDir = normalize(WorldSpaceViewDir(v.vertex)); + o.normal = v.normal; + o.worldNormal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal)); + return o; + } + + fixed4 frag (v2f i, fixed facing : VFACE) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + + bool isFrontFace = facing > 0; + + // Access instanced properties + float wobbleX = UNITY_ACCESS_INSTANCED_PROP(Props, _WobbleX); + float wobbleZ = UNITY_ACCESS_INSTANCED_PROP(Props, _WobbleZ); + float amplitude = UNITY_ACCESS_INSTANCED_PROP(Props, _Amplitude); + float freq = UNITY_ACCESS_INSTANCED_PROP(Props, _Freq); + float gradientIndex = UNITY_ACCESS_INSTANCED_PROP(Props, _GradientIndex); + float gradientCount = UNITY_ACCESS_INSTANCED_PROP(Props, _GradientCount); + float4 topColor = UNITY_ACCESS_INSTANCED_PROP(Props, _TopColor); + float4 tint = UNITY_ACCESS_INSTANCED_PROP(Props, _Tint); + float4 foamColor = UNITY_ACCESS_INSTANCED_PROP(Props, _FoamColor); + float4 rimColor = UNITY_ACCESS_INSTANCED_PROP(Props, _RimColor); + float lineWidth = UNITY_ACCESS_INSTANCED_PROP(Props, _Line); + float lineSmooth = UNITY_ACCESS_INSTANCED_PROP(Props, _LineSmooth); + float rimPower = UNITY_ACCESS_INSTANCED_PROP(Props, _RimPower); + + // Wobble intensity calculation + float wobbleIntensity = abs(wobbleX) + abs(wobbleZ); + + // Sine wave wobble effect + float wobble = sin((i.fillPosition.x * freq) + (i.fillPosition.z * freq) + (_Time.y)) * (amplitude * wobbleIntensity); + + // Moving fill position with wobble + float movingfillPosition = i.fillPosition.y + wobble; + + // Sample textures and apply LUT with URP triple multiplication + fixed4 mainTex = tex2D(_MainTex, movingfillPosition.xx); + fixed4 lutColor = SampleLUTFromGrayscale(i.uv, gradientIndex, gradientCount); + + // URP color system: MainTex * LUT * Tint + fixed4 col = mainTex * lutColor * tint; + + UNITY_APPLY_FOG(i.fogCoord, col); + + // Cutoff logic - step(movingfillPosition, 0.5) + float cutoffTop = step(movingfillPosition, 0.5); + + // Foam calculation + float foamEdge1 = 0.5 - lineWidth - lineSmooth; + float foamEdge2 = 0.5 - lineWidth; + float foamSmooth = smoothstep(foamEdge1, foamEdge2, movingfillPosition); + float mainFoam = foamSmooth * cutoffTop; + + // FRONT FACES + if (isFrontFace) + { + // Apply foam to front faces + float4 foamColored = mainFoam * foamColor; + float liquidMask = (1.0 - mainFoam); + float4 liquidColored = col * liquidMask; + + // Rim light calculation (URP system) + float4 RimResult = float4(0,0,0,0); + if (rimPower > 0.001) + { + // URP: inverts power (5 - rimPower) for fresnel, then multiplies by original rimPower + float invertedPower = 5.0 - rimPower; + float fresnel = pow(1 - saturate(dot(i.worldNormal, i.viewDir)), invertedPower); + RimResult = fresnel * rimColor * rimPower; + } + + float4 finalResult = liquidColored + foamColored; + finalResult.rgb += RimResult.rgb; + + // Clip pixels above the fill line + clip(cutoffTop - 0.01); + return finalResult; + } + // BACK FACES - No foam on backfaces + else + { + clip(cutoffTop - 0.01); + + // Solid top color on backfaces + return topColor; + } + } + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Liquid_Effect.shader.meta b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Liquid_Effect.shader.meta new file mode 100644 index 0000000..27baaf8 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Liquid_Effect.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 1c3e88a3a83fa9144a772195aeb0d327 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Liquid_Effect.shader + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Glass.shader b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Glass.shader new file mode 100644 index 0000000..a81e377 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Glass.shader @@ -0,0 +1,176 @@ +Shader "MesshingAround/Stylized_Glass (Built-in)" +{ + Properties + { + [Header(Surface Options)] + + [Header(Outer Rim Light)] + _OuterRimpower("OuterRimpower", Range(0, 1)) = 0.015 + _OuterRimSmoothness("OuterRimSmoothness", Range(0, 1)) = 0 + _RimColor("RimColor", Color) = (0.7568628, 0.7568628, 0.7568628, 1) + + [Header(Inner Rim Light)] + _InnerRimPower("InnerRimPower", Range(0, 0.5)) = 0.131 + _InnerRimSmoothness("InnerRimSmoothness", Range(0, 0.5)) = 0.1 + _InnerRimColor("InnerRimColor", Color) = (1, 1, 1, 1) + + [Header(Glass Color)] + _Alpha("Alpha", Range(0, 1)) = 0 + _MainTintColor("MainTintColor", Color) = (1, 1, 1, 0.1411765) + _GradientIndex("GradientIndex", Float) = 0 + _GradientCount("GradientCount", Float) = 110 + [NoScaleOffset]_GradientTexture("GradientTexture", 2D) = "white" {} + + [Header(Specular Light)] + _LightCutoff("LightCutoff", Range(0, 1)) = 0 + _LightCutoffSmoothness("LightCutoffSmoothness", Range(0, 1)) = 0.249 + _ViewSpecCutoff("ViewSpecCutoff", Range(0, 1)) = 0.014 + _SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) + + // Hidden properties + [HideInInspector][NoScaleOffset]_GrayscaleTex("GrayscaleTexture", 2D) = "white" {} + } + + SubShader + { + Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True"} + LOD 200 + + // Match URP's Alpha blending + Blend One OneMinusSrcAlpha + ZWrite Off + + CGPROGRAM + // Unlit shader to match URP Unlit behavior + #pragma surface surf Unlit alpha:blend noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd + #pragma target 3.0 + #pragma multi_compile_instancing + + sampler2D _GrayscaleTex; + sampler2D _GradientTexture; + + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(float, _OuterRimpower) + UNITY_DEFINE_INSTANCED_PROP(float, _OuterRimSmoothness) + UNITY_DEFINE_INSTANCED_PROP(float4, _RimColor) + UNITY_DEFINE_INSTANCED_PROP(float, _InnerRimPower) + UNITY_DEFINE_INSTANCED_PROP(float, _InnerRimSmoothness) + UNITY_DEFINE_INSTANCED_PROP(float4, _InnerRimColor) + UNITY_DEFINE_INSTANCED_PROP(float, _Alpha) + UNITY_DEFINE_INSTANCED_PROP(float4, _MainTintColor) + UNITY_DEFINE_INSTANCED_PROP(float, _GradientIndex) + UNITY_DEFINE_INSTANCED_PROP(float, _GradientCount) + UNITY_DEFINE_INSTANCED_PROP(float, _LightCutoff) + UNITY_DEFINE_INSTANCED_PROP(float, _LightCutoffSmoothness) + UNITY_DEFINE_INSTANCED_PROP(float, _ViewSpecCutoff) + UNITY_DEFINE_INSTANCED_PROP(float4, _SpecularColor) + UNITY_INSTANCING_BUFFER_END(Props) + + // Unlit lighting model (no lighting) + half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten) + { + return half4(s.Albedo, s.Alpha); + } + + struct Input + { + float2 uv_GrayscaleTex; + float3 worldNormal; + float3 viewDir; + float3 worldPos; + }; + + // Helper function: Sample LUT + float4 SampleLUT(float2 uv, float gradientIndex, float gradientCount) + { + float grayscale = tex2D(_GrayscaleTex, uv).r; + float v = (round(gradientIndex) + 0.5) / gradientCount; + float2 lutUV = float2(grayscale, v); + return tex2D(_GradientTexture, lutUV); + } + + void surf (Input IN, inout SurfaceOutput o) + { + // Access instanced properties + float outerRimPower = UNITY_ACCESS_INSTANCED_PROP(Props, _OuterRimpower); + float outerRimSmoothness = UNITY_ACCESS_INSTANCED_PROP(Props, _OuterRimSmoothness); + float4 rimColor = UNITY_ACCESS_INSTANCED_PROP(Props, _RimColor); + float innerRimPower = UNITY_ACCESS_INSTANCED_PROP(Props, _InnerRimPower); + float innerRimSmoothness = UNITY_ACCESS_INSTANCED_PROP(Props, _InnerRimSmoothness); + float4 innerRimColor = UNITY_ACCESS_INSTANCED_PROP(Props, _InnerRimColor); + float alpha = UNITY_ACCESS_INSTANCED_PROP(Props, _Alpha); + float4 mainTintColor = UNITY_ACCESS_INSTANCED_PROP(Props, _MainTintColor); + float gradientIndex = UNITY_ACCESS_INSTANCED_PROP(Props, _GradientIndex); + float gradientCount = UNITY_ACCESS_INSTANCED_PROP(Props, _GradientCount); + float lightCutoff = UNITY_ACCESS_INSTANCED_PROP(Props, _LightCutoff); + float lightCutoffSmoothness = UNITY_ACCESS_INSTANCED_PROP(Props, _LightCutoffSmoothness); + float viewSpecCutoff = UNITY_ACCESS_INSTANCED_PROP(Props, _ViewSpecCutoff); + float4 specularColor = UNITY_ACCESS_INSTANCED_PROP(Props, _SpecularColor); + + // Calculate vectors + float3 worldNormal = normalize(IN.worldNormal); + float3 worldViewDir = normalize(IN.viewDir); + float3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); + + // Object space conversions + float3 objNormal = normalize(mul(worldNormal, (float3x3)unity_ObjectToWorld)); + float3 objViewDir = normalize(mul((float3x3)unity_WorldToObject, worldViewDir)); + + float NdotV = saturate(dot(worldNormal, worldViewDir)); + + // === LUT COLOR SYSTEM === + float4 lutColor = SampleLUT(IN.uv_GrayscaleTex, gradientIndex, gradientCount); + float4 lutWithAlpha = lutColor * alpha; + float4 baseColor = mainTintColor * lutWithAlpha; + + // === OUTER RIM (Fresnel) === + float outerRimPowerInverted = 1.0 - outerRimPower; + float fresnelOuter = pow(1.0 - NdotV, outerRimPowerInverted); + float outerEdge = 0.5 + outerRimSmoothness; + float outerRimMask = smoothstep(0.5, outerEdge, fresnelOuter); + float3 outerRimEmission = outerRimMask * rimColor.rgb; + + // === INNER RIM (Fresnel from inside) === + float fresnelInner = pow(1.0 - NdotV, innerRimPower); + float fresnelInnerInverted = 1.0 - fresnelInner; + float innerEdgeMin = 0.5 - innerRimSmoothness; + float innerRimMask = smoothstep(innerEdgeMin, 0.5, fresnelInnerInverted); + float3 innerRimEmission = innerRimMask * innerRimColor.rgb; + + // === SPECULAR SYSTEM === + float NdotL = dot(worldLightDir, worldNormal); + float lightSpec = smoothstep(0.5, 0.55, NdotL); + + float3 lightMinusView = worldLightDir - objViewDir; + float combinedDot1 = dot(lightMinusView, objNormal); + float lightCutoffEdge = lightCutoff + lightCutoffSmoothness; + float combinedSpec1 = smoothstep(lightCutoff, lightCutoffEdge, combinedDot1); + + float combinedDot2 = dot(objViewDir, objNormal); + float viewSpecInverted = 1.0 - viewSpecCutoff; + float viewSpecEdge = viewSpecInverted + lightCutoffSmoothness; + float combinedSpec2 = smoothstep(viewSpecInverted, viewSpecEdge, combinedDot2); + + float totalCombinedSpec = combinedSpec1 + combinedSpec2; + float3 finalSpecular = specularColor.rgb * (lightSpec * totalCombinedSpec); + + // === COMBINE - UNLIT LIKE URP === + // URP combines EVERYTHING (including alpha channels) then saturates + // CRITICAL: InnerRim must contribute to alpha to be visible when baseColor alpha is low + float4 combinedColor = baseColor + float4(finalSpecular, 0) + float4(outerRimEmission, outerRimMask) + float4(innerRimEmission, innerRimMask); + float4 saturatedResult = saturate(combinedColor); + + // Use the RGBA from the saturated result (like URP does) + float3 finalRGB = saturatedResult.rgb; + float finalAlpha = saturatedResult.a; + + // Set surface properties (Unlit - no lighting) + o.Albedo = finalRGB; + o.Emission = float3(0, 0, 0); + o.Alpha = finalAlpha; + } + ENDCG + } + + FallBack "Transparent/VertexLit" +} \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Glass.shader.meta b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Glass.shader.meta new file mode 100644 index 0000000..d3c45ec --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Glass.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: a4594f712d3b2854f9428b2d994d2e19 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Glass.shader + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint.shader b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint.shader new file mode 100644 index 0000000..0502c9d --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint.shader @@ -0,0 +1,99 @@ +Shader "MesshingAround/Stylized_Tint (Built-in)" +{ + Properties + { + [Header(Color)] + [Space(5)] + [NoScaleOffset]_GradientTexture("GradientTexture(LUT)", 2D) = "white" {} + _GradientIndex("GradientIndex", Float) = 48 + _GradientCount("GradientCount", Float) = 110 + + [Header(Emission)] + [Space(5)] + _EmissionColor("EmissionColor", Color) = (0, 0, 0, 0) + _EmissionStrength("EmissionStrength", Float) = 0 + + [Header(Glossy)] + [Space(5)] + _Smoothness("Smoothness(Glossy)", Range(0, 1)) = 0 + + [HideInInspector] _GrayscaleTex("GrayscaleTex", 2D) = "white" {} + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + } + + SubShader + { + Tags + { + "RenderType" = "Opaque" + "Queue" = "Geometry" + } + LOD 200 + + CGPROGRAM + #pragma surface surf StandardSpecular fullforwardshadows + #pragma target 3.0 + #pragma multi_compile_instancing + + sampler2D _GrayscaleTex; + sampler2D _GradientTexture; + + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(float, _GradientIndex) + UNITY_DEFINE_INSTANCED_PROP(float, _GradientCount) + UNITY_DEFINE_INSTANCED_PROP(float4, _EmissionColor) + UNITY_DEFINE_INSTANCED_PROP(float, _EmissionStrength) + UNITY_DEFINE_INSTANCED_PROP(float, _Smoothness) + UNITY_INSTANCING_BUFFER_END(Props) + + struct Input + { + float2 uv_GrayscaleTex; + }; + + // LUT sampling function - MATCHES URP EXACTLY + // Uses grayscale.r as U coordinate and calculated V from gradient index + float4 SampleLUTFromGrayscale(float2 uv, float gradientIndex, float gradientCount) + { + // Round the gradient index and add 0.5 (URP does this) + float roundedIndex = round(gradientIndex); + float adjustedIndex = roundedIndex + 0.5; + + // Calculate V coordinate + float vCoord = adjustedIndex / gradientCount; + + // Sample grayscale texture + float4 grayscaleSample = tex2D(_GrayscaleTex, uv); + + // Use R channel as U coordinate (like URP) + float2 lutUV = float2(grayscaleSample.r, vCoord); + + return tex2D(_GradientTexture, lutUV); + } + + void surf(Input IN, inout SurfaceOutputStandardSpecular o) + { + // Get instanced properties + float gradientIndex = UNITY_ACCESS_INSTANCED_PROP(Props, _GradientIndex); + float gradientCount = UNITY_ACCESS_INSTANCED_PROP(Props, _GradientCount); + float4 emissionColor = UNITY_ACCESS_INSTANCED_PROP(Props, _EmissionColor); + float emissionStrength = UNITY_ACCESS_INSTANCED_PROP(Props, _EmissionStrength); + float smoothness = UNITY_ACCESS_INSTANCED_PROP(Props, _Smoothness); + + // Sample LUT using grayscale texture (set by PotionTextureSetup.cs) + float4 lutColor = SampleLUTFromGrayscale(IN.uv_GrayscaleTex, gradientIndex, gradientCount); + + // Set surface properties + o.Albedo = lutColor.rgb; + o.Emission = emissionColor.rgb * emissionStrength; + o.Smoothness = smoothness; + o.Specular = float3(0, 0, 0); + o.Alpha = 1.0; + } + ENDCG + } + + FallBack "Standard" +} \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint.shader.meta b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint.shader.meta new file mode 100644 index 0000000..13a73bd --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 2be669ed92dad7541b2fd0b2421d40af +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint.shader + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint_OP.shader b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint_OP.shader new file mode 100644 index 0000000..69b3504 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint_OP.shader @@ -0,0 +1,108 @@ +Shader "MesshingAround/Stylized_Tint_OP (Built-in)" +{ + Properties + { + [Header(Color)] + [Space(5)] + [NoScaleOffset]_GradientTexture("GradientTexture(LUT)", 2D) = "white" {} + _GradientIndex("GradientIndex", Float) = 48 + _GradientCount("GradientCount", Float) = 110 + + [Header(Emission)] + [Space(5)] + _EmissionColor("EmissionColor", Color) = (0, 0, 0, 0) + _EmissionStrength("EmissionStrength", Float) = 0 + + [Header(Glossy)] + [Space(5)] + _Smoothness("Smoothness(Glossy)", Range(0, 1)) = 0 + + [Header(Opacity)] + [Space(5)] + _Alpha("Alpha", Range(0, 1)) = 1 + + [HideInInspector] _GrayscaleTex("GrayscaleTex", 2D) = "white" {} + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + } + + SubShader + { + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent" + } + LOD 200 + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + + CGPROGRAM + #pragma surface surf StandardSpecular alpha:fade fullforwardshadows + #pragma target 3.0 + #pragma multi_compile_instancing + + sampler2D _GrayscaleTex; + sampler2D _GradientTexture; + + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(float, _GradientIndex) + UNITY_DEFINE_INSTANCED_PROP(float, _GradientCount) + UNITY_DEFINE_INSTANCED_PROP(float4, _EmissionColor) + UNITY_DEFINE_INSTANCED_PROP(float, _EmissionStrength) + UNITY_DEFINE_INSTANCED_PROP(float, _Smoothness) + UNITY_DEFINE_INSTANCED_PROP(float, _Alpha) + UNITY_INSTANCING_BUFFER_END(Props) + + struct Input + { + float2 uv_GrayscaleTex; + }; + + // LUT sampling function - MATCHES URP EXACTLY + // Uses grayscale.r as U coordinate and calculated V from gradient index + float4 SampleLUTFromGrayscale(float2 uv, float gradientIndex, float gradientCount) + { + // Round the gradient index and add 0.5 (URP does this) + float roundedIndex = round(gradientIndex); + float adjustedIndex = roundedIndex + 0.5; + + // Calculate V coordinate + float vCoord = adjustedIndex / gradientCount; + + // Sample grayscale texture + float4 grayscaleSample = tex2D(_GrayscaleTex, uv); + + // Use R channel as U coordinate (like URP) + float2 lutUV = float2(grayscaleSample.r, vCoord); + + return tex2D(_GradientTexture, lutUV); + } + + void surf(Input IN, inout SurfaceOutputStandardSpecular o) + { + // Get instanced properties + float gradientIndex = UNITY_ACCESS_INSTANCED_PROP(Props, _GradientIndex); + float gradientCount = UNITY_ACCESS_INSTANCED_PROP(Props, _GradientCount); + float4 emissionColor = UNITY_ACCESS_INSTANCED_PROP(Props, _EmissionColor); + float emissionStrength = UNITY_ACCESS_INSTANCED_PROP(Props, _EmissionStrength); + float smoothness = UNITY_ACCESS_INSTANCED_PROP(Props, _Smoothness); + float alpha = UNITY_ACCESS_INSTANCED_PROP(Props, _Alpha); + + // Sample LUT using grayscale texture (set by PotionTextureSetup.cs) + float4 lutColor = SampleLUTFromGrayscale(IN.uv_GrayscaleTex, gradientIndex, gradientCount); + + // Set surface properties + o.Albedo = lutColor.rgb; + o.Emission = emissionColor.rgb * emissionStrength; + o.Smoothness = smoothness; + o.Specular = float3(0, 0, 0); + o.Alpha = alpha; + } + ENDCG + } + + FallBack "Standard" +} \ No newline at end of file diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint_OP.shader.meta b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint_OP.shader.meta new file mode 100644 index 0000000..d1a7ec9 --- /dev/null +++ b/Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint_OP.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 024a6a4e5b8c3ec43869085e88f4a0aa +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 341020 + packageName: Stylized Potions Pack - 110 Colors | Liquid Physics | URP + Built-in + packageVersion: 1.0 + assetPath: Assets/MesshingAround/StylizedPotionsPack/Shaders/BuiltIn/Stylized_Tint_OP.shader + uploadId: 811526 diff --git a/Assets/MesshingAround/StylizedPotionsPack/Shaders/URP.meta 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