一般情况下,烘焙好的场景会被转化为预设体方便其他场景使用,但是在新的场景中导入预设体会出现曝光丢失的情况,如图:
导入新场景:
原因:Unity5.x多场景编辑的原因,不再将原来每个Renderer中的lightmapIndex和lightmapScaleOffset 数据序列化到场景文件中,而是伴随lightmap烘焙产生了一个新的lightingData文件,
具体Unity 5这么做的原因详细,可以参考https://docs.unity3d.com/Manual/LightmapSnapshot.html
解决方法就是,烘焙的对象挂载脚本,用来记录和恢复烘焙数据,脚本下载地址:https://forum.unity3d.com/attachments/lightmapinprefab-zip.146782/
如图:
重新导出预设体,在新场景中,导入预设体之后,点击Assets/Assets/Bake Prefab Lightmaps 即可完成lightmap重用
如图:
效果不再演示,本文参考地址:
https://forum.unity3d.com/threads/problems-with-instantiating-baked-prefabs.324514/#post-2177524 https://forum.unity3d.com/threads/problems-with-instantiating-baked-prefabs.324514/#post-2177524 https://forum.unity3d.com/threads/problems-with-instantiating-baked-prefabs.324514/#post-2177524 https://forum.unity3d.com/threads/problems-with-instantiating-baked-prefabs.324514/#post-2177524