Unity烘焙材质到单一贴图的脚本
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Unity烘焙材质到单一贴图的脚本
这个脚本由 CocoaChina 版主“四角钱” 分享,可以将复杂的材质(比如有法线贴图的材质)进行"烘焙",转变为单一的贴图。可用来将Unity 的游戏移植到移动平台时候使用。请将脚本放 Editor 文件夹里,使用时选择一个 Material 材质,然后在菜单种"Custom/Bake Material"打开并调整照明和其他参数,点击Bake按钮就会生成一个单一的贴图。
class BakeMaterialSettings
{
private static var kEditorPrefsName = "BakeMaterialSettings";
static var kBakingLayerShouldBeUnusedInScene = 30;
static var kStandardTexNames = new Array ("_MainTex", "_BumpMap", "_Detail", "_ParallaxMap", "_Parallax");
var bakeAlpha = false;
var bakeMainTexAsWhite = false;
var minTextureResolution = 8;
var maxTextureResolution = 2048;
var emptyScene = false;
var useCustomLights = false;
var ambient = Color.black;
static var kLights = 3;
var enableLight = new boolean[kLights];
var colorLight = new Color[kLights];
var dirLight = new Vector2[kLights];
function BakeMaterialSettings ()
{
Load ();
}
function Load ()
{
bakeAlpha = EditorPrefs.GetBool(kEditorPrefsName + ".bakeAlpha");
bakeMainTexAsWhite = EditorPrefs.GetBool(kEditorPrefsName + ".bakeMainTexAsWhite");
minTextureResolution = EditorPrefs.GetInt(kEditorPrefsName + ".minTextureResolution", 8);
maxTextureResolution = EditorPrefs.GetInt(kEditorPrefsName + ".maxTextureResolution", 2048);
emptyScene = EditorPrefs.GetBool(kEditorPrefsName + ".emptyScene");
useCustomLights = EditorPrefs.GetBool(kEditorPrefsName + ".useCustomLights");
ambient.r = EditorPrefs.GetFloat(kEditorPrefsName + ".ambient.r");
ambient.g = EditorPrefs.GetFloat(kEditorPrefsName + ".ambient.g");
ambient.b = EditorPrefs.GetFloat(kEditorPrefsName + ".ambient.b");
ambient.a = EditorPrefs.GetFloat(kEditorPrefsName + ".ambient.a", 1.0f);
for (var q = 0; q < kLights; ++q)
{
enableLight[q] = EditorPrefs.GetBool(kEditorPrefsName + ".enableLight" + q);
colorLight[q].r = EditorPrefs.GetFloat(kEditorPrefsName + ".color.r" + q, 0.5f);
colorLight[q].g = EditorPrefs.GetFloat(kEditorPrefsName + ".color.g" + q, 0.5f);
colorLight[q].b = EditorPrefs.GetFloat(kEditorPrefsName + ".color.b" + q, 0.5f);
colorLight[q].a = EditorPrefs.GetFloat(kEditorPrefsName + ".color.a" + q, 1.0f);
dirLight[q].x = EditorPrefs.GetFloat(kEditorPrefsName + ".dir.x" + q);
dirLight[q].y = EditorPrefs.GetFloat(kEditorPrefsName + ".dir.y" + q);
}
}
function Save ()
{
EditorPrefs.SetBool(kEditorPrefsName + ".bakeAlpha", bakeAlpha); EditorPrefs.SetBool(kEditorPrefsName + ".bakeMainTexAsWhite", bakeMainTexAsWhite);
EditorPrefs.SetInt(kEditorPrefsName + ".minTextureResolution", minTextureResolution);
EditorPrefs.SetInt(kEditorPrefsName + ".maxTextureResolution", maxTextureResolution);
EditorPrefs.GetBool(kEditorPrefsName + ".emptyScene",