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Unity烘焙材质到单一贴图的脚本.doc
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 +
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