유니티 셋팅
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using System.Collections.Generic;
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using System.Text;
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using DigitalOpus.MB.Core;
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using UnityEngine;
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namespace MeshBaker_Examples_2017.HackTextureAtlas
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{
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/// <summary>
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/// Sometimes we want to create a custom texture atlas without using the TextureBaker. Examples:
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///
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/// - We have some solid colors that we want in an atlas.
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/// - The texture baker has a lot of features which makes it slow at runtime.
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///
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/// This script creates an atlas, combinedMaterial, Material Bake Result without using the TextureBaker.
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/// </summary>
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public class MB_TextureBakerQuickHack : MonoBehaviour
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{
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[Header("Hack Atlas Generation")]
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public string colorTintPropertyName;
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public string albedoTexturePropertyName;
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public string shaderName;
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public Material[] sourceMaterials;
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[Space(20)]
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[Header("Generated Output")]
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// materialBakeResult can't be modified by users, but we want to see it in the inspector.
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public MB2_TextureBakeResults materialBakeResult;
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public Material atlasMaterial;
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public Texture2D atlasTexture;
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[ContextMenu("Generate Material Bake Result")]
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public void CreateAtlas(Material[] passedInSourceMaterials)
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{
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// Validation of source materials
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Debug.Log("Validating source materials");
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{
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bool doProceed = true;
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{
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// passedInSourceMaterials must be unique
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HashSet<Material> uniqueMaterialsChecker = new HashSet<Material>(passedInSourceMaterials);
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if (uniqueMaterialsChecker.Count != passedInSourceMaterials.Length)
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{
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Debug.LogError("Source materials are not unique");
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doProceed = false;
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}
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// there must be at least one source material
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if (passedInSourceMaterials.Length == 0)
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{
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Debug.LogError("No source materials were passed in");
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doProceed = false;
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}
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// colorTintProperty must be a valid string
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if (string.IsNullOrEmpty(colorTintPropertyName))
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{
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Debug.LogError("ColorTintProperty is not set");
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doProceed = false;
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}
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}
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// copy passed in source materials to sourceMaterials
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sourceMaterials = new Material[passedInSourceMaterials.Length];
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for (int i = 0; i < passedInSourceMaterials.Length; i++)
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{
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// validate each passed in source material
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{
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// all passedInSourceMaterials must exist
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if (passedInSourceMaterials[i] == null)
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{
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Debug.LogError("Source material " + i + " is null");
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doProceed = false;
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}
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// all passedInSourceMaterials must have colorTintProperty
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if (!passedInSourceMaterials[i].HasProperty(colorTintPropertyName))
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{
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Debug.LogError("Source material " + i + " does not have the colorTint property");
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doProceed = false;
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}
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}
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sourceMaterials[i] = passedInSourceMaterials[i];
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sourceMaterials[i].shader = Shader.Find(shaderName);
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}
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if (!doProceed)
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{
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Debug.LogError("Some validation of the source materials failed and the atlas was not generated.");
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return;
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}
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}
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int padding = 2;
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int colorBlockSize = 8;
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bool isProjectLinear = MBVersion.GetProjectColorSpace() == ColorSpace.Linear;
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// Visit each source material and generate a solid color texture matching the color tint.
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// Building a string for debug output at the end of this function
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Texture2D[] solidColorTextures = new Texture2D[sourceMaterials.Length];
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{
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StringBuilder colorTintsFromSourceMaterials = new StringBuilder("Collecting color tints from source materials: \n");
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Color[] colorsToSet = new Color[colorBlockSize * colorBlockSize];
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for (int matIdx = 0; matIdx < sourceMaterials.Length; matIdx++)
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{
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// Get the color tint
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Material m = sourceMaterials[matIdx];
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Debug.Assert(m.HasProperty(colorTintPropertyName), "Material was missing the colorTint property");
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Color colorTint = m.GetColor(colorTintPropertyName);
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colorTintsFromSourceMaterials.Append("Material: " + m.name + " - colorTint: " + colorTint + "\n");
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// Generate a small solid color block texture
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Texture2D tex = solidColorTextures[matIdx] = new Texture2D(colorBlockSize, colorBlockSize, TextureFormat.ARGB32, false, isProjectLinear);
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for (int cIdx = 0; cIdx < colorsToSet.Length; cIdx++)
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{
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colorsToSet[cIdx] = colorTint;
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}
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tex.SetPixels(colorsToSet);
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tex.Apply();
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}
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Debug.Log(colorTintsFromSourceMaterials);
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}
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// Calculate the atlas dimensions
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Debug.Log("Calculating the atlas dimensions");
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int atlasSize_pixels;
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{
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float numTexPerRow = Mathf.Ceil(Mathf.Sqrt(sourceMaterials.Length));
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atlasSize_pixels = (int) numTexPerRow * colorBlockSize;
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}
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// creating atlas for sourceMaterials.Length textures.
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Debug.Log("Creating atlas for " + sourceMaterials.Length + " textures");
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Rect[] atlasRects;
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{
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// Create the atlas
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atlasTexture = new Texture2D(atlasSize_pixels, atlasSize_pixels, TextureFormat.ARGB32, false, isProjectLinear);
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{
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// Pass in padding 0. We will subtract some area from the edges of the rectangles to create padding
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// We do it this way so that the padding is filled with block color not black.
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atlasRects = atlasTexture.PackTextures(solidColorTextures, 0, atlasSize_pixels);
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}
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Debug.Log("Atlas size: w:" + atlasTexture.width + " h:" + atlasTexture.height + " numTex: " + solidColorTextures.Length + " (" + colorBlockSize + "x" + colorBlockSize + " each)");
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atlasTexture.filterMode = FilterMode.Point;
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}
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// Generate a combined material
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atlasMaterial = new Material(Shader.Find(shaderName)); // has to be different based on default, URP, HDRP
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atlasMaterial.SetTexture(albedoTexturePropertyName, atlasTexture); // has to be different based on default, URP, HDRP
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atlasMaterial.SetColor(colorTintPropertyName, Color.white);
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{
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StringBuilder atlasRectanglesInformation = new StringBuilder("Creating MB2_TextureBakeResult for storing atlas rectangle information: \n");
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for (int i = 0; i < solidColorTextures.Length; i++)
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{
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atlasRectanglesInformation.Append("Material: " + sourceMaterials[i].name + " will use rectangle: " + atlasRects[i] + "\n");
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}
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Debug.Log(atlasRectanglesInformation);
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}
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// Create and setup the material bake result
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Debug.Log("Creating and setting up MB2_TextureBakeResults");
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{
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materialBakeResult = ScriptableObject.CreateInstance<MB2_TextureBakeResults>();
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materialBakeResult.resultType = MB2_TextureBakeResults.ResultType.atlas;
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materialBakeResult.materialsAndUVRects = new MB_MaterialAndUVRect[solidColorTextures.Length];
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float paddingWidth = ((float) padding) / atlasTexture.width;
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float paddingHeight = ((float)padding) / atlasTexture.height;
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for (int i = 0; i < solidColorTextures.Length; i++)
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{
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Rect rectangleInAtlas = atlasRects[i];
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{
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// Pad the rectangle in the atlas.
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// We packed the atlas with padding 0. Now we shrink the rectangles to create
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// padding around the edges of each rectangle that is filled with each rectangles color.
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rectangleInAtlas.x += paddingWidth;
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rectangleInAtlas.y += paddingHeight;
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rectangleInAtlas.width -= 2f * paddingWidth;
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rectangleInAtlas.height -= 2f * paddingHeight;
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}
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// See the MB_MaterialAndUVRect for explanations of these parameters.
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bool allPropsUseSameTiling = true;
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materialBakeResult.materialsAndUVRects[i] = new MB_MaterialAndUVRect(
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sourceMaterials[i],
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rectangleInAtlas,
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allPropsUseSameTiling,
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new Rect(0, 0, 1, 1),
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new Rect(0, 0, 1, 1),
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new Rect(0, 0, 0, 0),
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MB_TextureTilingTreatment.none,
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sourceMaterials[i].name
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);
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}
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materialBakeResult.resultMaterials = new MB_MultiMaterial[1];
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materialBakeResult.resultMaterials[0] = new MB_MultiMaterial();
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materialBakeResult.resultMaterials[0].combinedMaterial = atlasMaterial;
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materialBakeResult.resultMaterials[0].considerMeshUVs = false;
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List<Material> smats = new List<Material>();
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smats.AddRange(sourceMaterials);
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materialBakeResult.resultMaterials[0].sourceMaterials = smats;
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}
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}
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}
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}
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