unity - Snapshot a model to MeshRenderer - 快照一个模型到MeshRenderer

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Code

将以下脚本添加到一个带有Aniamtor Component的模型GameObject上,在Game视图按下"S"键,就可以看到模型给快照了一份出来

模型要有位移,何移动动画,这样就可以看到快照在原地的样子

using System.Text;
using UnityEngine;

public class TestingAnimatorAPI : MonoBehaviour
{
    private MeshRenderer[] meshesRenderer;
    private SkinnedMeshRenderer[] skinnedMeshesRenderer;

    private Animator animator;
    // Start is called before the first frame update
    void Start()
    {
        PrintInfos();

        meshesRenderer = transform.GetComponentsInChildren<MeshRenderer>();
        skinnedMeshesRenderer = transform.GetComponentsInChildren<SkinnedMeshRenderer>();
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.S))
        {
            SnapshotSkinnedMesh();
        }
    }

    private int counter;

    private void Snapshot()
    {
        GameObject pGo = new GameObject($"SkinnedMeshSnapshot_{++counter}");
        pGo.transform.position = gameObject.transform.position;
        pGo.transform.rotation = gameObject.transform.rotation;
        pGo.transform.localScale = gameObject.transform.localScale;

        // meshes
        if (meshesRenderer != null && meshesRenderer.Length > 0)
        {
            for (int i = 0; i < meshesRenderer.Length; i++)
            {
                var ownGo = meshesRenderer[i].gameObject;
                var ownGoMeshFilter = ownGo.GetComponent<MeshFilter>();

                GameObject go = new GameObject(meshesRenderer[i].gameObject.name);
                go.transform.SetParent(pGo.transform);

                MeshFilter meshFilter = go.AddComponent<MeshFilter>();

                MeshRenderer meshRenderer = go.AddComponent<MeshRenderer>();
#if UNITY_EDITOR
                //go.hideFlags = HideFlags.HideAndDontSave; // 调试时,想在hierarchy看到,就注释掉吧
#else
                go.hideFlags = HideFlags.HideAndDontSave;
#endif
                meshRenderer.materials = meshesRenderer[i].materials;
                meshFilter.sharedMesh = ownGoMeshFilter.sharedMesh;
                go.transform.position = meshesRenderer[i].transform.position;
                go.transform.rotation = meshesRenderer[i].transform.rotation;
                go.transform.localScale = meshesRenderer[i].transform.localScale;
            }
        }

        // skinnedMeshes
        if (skinnedMeshesRenderer != null && skinnedMeshesRenderer.Length > 0)
        {
            for (int i = 0; i < skinnedMeshesRenderer.Length; i++)
            {
                Mesh mesh = new Mesh();
                skinnedMeshesRenderer[i].BakeMesh(mesh); 

                GameObject go = new GameObject(skinnedMeshesRenderer[i].gameObject.name);
                go.transform.SetParent(pGo.transform);

                MeshFilter meshFilter = go.AddComponent<MeshFilter>();
                MeshRenderer meshRenderer = go.AddComponent<MeshRenderer>();
#if UNITY_EDITOR
                //go.hideFlags = HideFlags.HideAndDontSave; // 调试时,想在hierarchy看到,就注释掉吧
#else
                go.hideFlags = HideFlags.HideAndDontSave;
#endif

                meshRenderer.materials = skinnedMeshesRenderer[i].materials;
                meshFilter.sharedMesh = mesh;

                go.transform.position = skinnedMeshesRenderer[i].transform.position;
                go.transform.rotation = skinnedMeshesRenderer[i].transform.rotation;
                go.transform.localScale = skinnedMeshesRenderer[i].transform.localScale;
            }
        }
    }
}

Runtime

再Game视图下,按下"S"键,就可以看到Scene下的snapshot效果
在这里插入图片描述

总结

这个主要实现MeshRenderer的copy,还有SkinnedMeshRenderer的BakeMesh转到MeshRenderer

还可以优化

就是在Snapshot之后,可以将所有的Mesh,Material,合并到一个MeshRenderer/Filter来显示,效率更高,这里我就不写了

应用的场景

  • 像下面的References中的,制作简单的运动模型的残影效果
  • 还有一些,起始出现,或消失时,带有蒙皮动画的,在该蒙皮播放到静止时,可以使用Bake到Mesh,再用MeshRenderer来显示,再合并现实,这样性能将有所提升

References

Unity-残影效果实现

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