Unity Lighting Window 属性的序列化与反序列化

由于业务场景存在 光照环境设置的移植,所以对光照所有属性做读写操作,整合成工具。

序列化 Scriptable 对象的属性名称与Lighting 窗口面板上的名称大体相同,

属性顺序除逻辑需求外,大体相同。

工具使用方法:

美术调整完场景后,ReadLightingSetting ,生成如下序列化文件 LightingAsset.asset

移植时,write 读取配置,自动烘焙场景

 

具体代码:

编辑器工具类:LightingSetting.cs

using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
using Object = UnityEngine.Object;

/// <summary>
/// 使用RenderSettings、 LightmapEditorSettings 和 Lightmapping API。
/// </summary>
public class LightingSetting 
{
    static string real_path = Application.dataPath+"/Lighting/Assets/LightingAsset.asset";
    static string light_path = "Assets/Lighting/Assets/LightingAsset.asset";
    
    [MenuItem("LightLing/ReadLightingSetting")]
    public static void ReadLightingSetting()
    {
        Debug.Log("read light setting");
        LightingAsset dataInfo = ScriptableObject.CreateInstance<LightingAsset>();
        if (dataInfo != null) {
            //Skybox Material
            dataInfo.SkyboxMaterial = RenderSettings.skybox;
            //Sun Source  无序列化
            // dataInfo.SunSource = RenderSettings.sun;   
            
            //Realtime Lighting
            dataInfo.realtimeGI = Lightmapping.realtimeGI;
            //mixed lighting
            dataInfo.bakedGI = Lightmapping.bakedGI;

            //Environment Lighting
            dataInfo.ambientMode = RenderSettings.ambientMode;

            switch (dataInfo.ambientMode) {
                case AmbientMode.Skybox:
                    dataInfo.ambientIntensity = RenderSettings.ambientIntensity;
                    break;
                case AmbientMode.Trilight: //gradient
                    dataInfo.ambientSkyColor = RenderSettings.ambientSkyColor;
                    dataInfo.ambientEquatorColor = RenderSettings.ambientEquatorColor;
                    dataInfo.ambientGroundColor = RenderSettings.ambientGroundColor;
                    break;
                case AmbientMode.Flat: //color
                    dataInfo.ambientColorLight = RenderSettings.ambientLight;
                    break;
            }

            //Ambient Mode
            if (Lightmapping.realtimeGI) {
                //默认 Baked
            }

            //Environment Reflections
            //Source
            dataInfo.defaultReflectionMode = RenderSettings.defaultReflectionMode;
            switch (dataInfo.defaultReflectionMode) {
                case DefaultReflectionMode.Skybox:
                    dataInfo.defaultReflectionResolution = RenderSettings.defaultReflectionResolution ; //Resolution
                    break;
                case DefaultReflectionMode.Custom:
                    dataInfo.customReflection = RenderSettings.customReflection;
                    break;
            }
            dataInfo.reflectionCubemapCompression = LightmapEditorSettings.reflectionCubemapCompression; //Compression
            dataInfo.ambientIntensity = RenderSettings.reflectionIntensity;
            dataInfo.reflectionBounces = RenderSettings.reflectionBounces;

            if (Lightmapping.bakedGI) {
                //Lighting mode
                dataInfo.mixedLightingMode = LightmapEditorSettings.mixedBakeMode;

                switch (dataInfo.mixedLightingMode) {
                    case MixedLightingMode.Shadowmask:
                    case MixedLightingMode.IndirectOnly:
                        break;
                    case MixedLightingMode.Subtractive:
                        dataInfo.RealtimeShadowColor = RenderSettings.subtractiveShadowColor;
                        break;
                }
            }
            //Lightmapping Setting
            if (Lightmapping.bakedGI) {
                dataInfo.Lightmapper = LightmapEditorSettings.lightmapper;
                switch (dataInfo.Lightmapper) {
                    case LightmapEditorSettings.Lightmapper.ProgressiveCPU:
                    case LightmapEditorSettings.Lightmapper.ProgressiveGPU:
                        dataInfo.defaultReflectionResolution = RenderSettings.defaultReflectionResolution; //Resolution
                        dataInfo.prioritizeView = LightmapEditorSettings.prioritizeView;
                        // Multiple Importance Sampling : false
                        dataInfo.directSampleCount = LightmapEditorSettings.directSampleCount;
                        dataInfo.indirectSampleCount = LightmapEditorSettings.indirectSampleCount;
                        dataInfo.environmentSampleCount = LightmapEditorSettings.environmentSampleCount;

                        dataInfo.Bounces = LightmapEditorSettings.bounces;
                        //Filtering
                        dataInfo.Filtering = LightmapEditorSettings.filteringMode;
                        switch (dataInfo.Filtering) {
                            case LightmapEditorSettings.FilterMode.None:
                            case LightmapEditorSettings.FilterMode.Auto:
                                break;
                            case LightmapEditorSettings.FilterMode.Advanced:
                                //Direct Filtering
                                dataInfo.DirectDenoiser = LightmapEditorSettings.denoiserTypeDirect;
                                dataInfo.DirectFilter = LightmapEditorSettings.filterTypeDirect;
                                switch (dataInfo.DirectFilter) {
                                    case LightmapEditorSettings.FilterType.Gaussian:
                                        dataInfo.filteringGaussRadiusDirect = LightmapEditorSettings.filteringGaussRadiusDirect;
                                        break;
                                    case LightmapEditorSettings.FilterType.ATrous:
                                        dataInfo.filteringAtrousPositionSigmaDirect = LightmapEditorSettings.filteringAtrousPositionSigmaDirect;
                                        break;
                                    case LightmapEditorSettings.FilterType.None:
                                        break;
                                }

                                //Indirect Filtering
                                dataInfo.DirectDenoiser = LightmapEditorSettings.denoiserTypeIndirect;
                                dataInfo.InirectFilter = LightmapEditorSettings.filterTypeIndirect;
                                switch (dataInfo.InirectFilter) {
                                    case LightmapEditorSettings.FilterType.Gaussian:
                                        dataInfo.filteringGaussRadiusIndirect = LightmapEditorSettings.filteringGaussRadiusIndirect;
                                        break;
                                    case LightmapEditorSettings.FilterType.ATrous:
                                        dataInfo.filteringAtrousPositionSigmaIndirect = LightmapEditorSettings.filteringAtrousPositionSigmaIndirect;
                                        break;
                                    case LightmapEditorSettings.FilterType.None:
                                        break;
                                }

                                //Ambient Occlusion
                                dataInfo.AmbientOcclusion = LightmapEditorSettings.enableAmbientOcclusion;
                                if (LightmapEditorSettings.enableAmbientOcclusion) {
                                    //Ambient Occlusion Filtering
                                    dataInfo.AmbientOcclutionDenoiser = LightmapEditorSettings.denoiserTypeAO;
                                    dataInfo.AmbientOcclutionFilter = LightmapEditorSettings.filterTypeAO;
                                    switch (dataInfo.AmbientOcclutionFilter) {
                                        case LightmapEditorSettings.FilterType.Gaussian:
                                            dataInfo.filteringGaussRadiusAO = LightmapEditorSettings.filteringGaussRadiusAO;
                                            break;
                                        case LightmapEditorSettings.FilterType.ATrous:
                                            dataInfo.filteringAtrousPositionSigmaAO = LightmapEditorSettings.filteringAtrousPositionSigmaAO;
                                            break;
                                        case LightmapEditorSettings.FilterType.None:
                                            break;
                                    }
                                    break;
                                } else
                                    break;
                        }

                        //Indirect Resolution
                        dataInfo.IndirectResolution = LightmapEditorSettings.realtimeResolution;
                        dataInfo.LightmapResolution = LightmapEditorSettings.bakeResolution;
                        dataInfo.LightmapPadding = LightmapEditorSettings.padding;
                        dataInfo.LightmapSize = LightmapEditorSettings.maxAtlasSize;
                        dataInfo.CompressLightmaps = LightmapEditorSettings.textureCompression;
                        if (LightmapEditorSettings.enableAmbientOcclusion) {
                            dataInfo.AOMaxDistance = LightmapEditorSettings.aoMaxDistance;
                            dataInfo.AOInDirectContribution = LightmapEditorSettings.aoExponentIndirect;
                            dataInfo.AODirectContribution = LightmapEditorSettings.aoExponentDirect;
                        }
                        dataInfo.DirectionalMode = LightmapEditorSettings.lightmapsMode;

                        dataInfo.IndirectIntensity = Lightmapping.indirectOutputScale;
                        dataInfo.AlbedoBoost = Lightmapping.bounceBoost;

                        break;
                    case LightmapEditorSettings.Lightmapper.Enlighten:
                        dataInfo.customReflection = RenderSettings.customReflection;
                        break;
                }

            }
        }

        AssetDatabase.DeleteAsset(light_path);
        AssetDatabase.CreateAsset(dataInfo, light_path);
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
//        Debug.LogError(LightmapEditorSettings.trainingDataDestination);
//        Debug.LogError(Lightmapping.lightingDataAsset);
        Debug.Log("Read complete");
    }
    
    [MenuItem("LightLing/WriteLightingSetting")]
    public static void SettingLightPCConfig()
    {
         Debug.Log("path:"+light_path);
        LightingAsset dataInfo = AssetDatabase.LoadAssetAtPath(light_path, typeof(ScriptableObject)) as LightingAsset;
        if (dataInfo != null)
        {
//            Lightmapping.lightingDataAsset = dataInfo.lightingDataAsset;//自动bake 关联
            RenderSettings.skybox =  dataInfo.SkyboxMaterial;     
            Light[] objs = (Light[])Object.FindObjectsOfType(typeof(Light));
            for (int i = 0; i < objs.Length; i++)
            {
                if(objs[i].name =="Directional Light")
                {
                    RenderSettings.sun =  objs[i];
                    break;
                }
            }

            //Realtime Lighting
            Lightmapping.realtimeGI = dataInfo.realtimeGI;
             //mixed lighting
            Lightmapping.bakedGI = dataInfo.bakedGI;

            //Environment Lighting
            RenderSettings.ambientMode = dataInfo.ambientMode;
            switch (dataInfo.ambientMode)
            {
                case AmbientMode.Skybox:
                    RenderSettings.ambientIntensity = dataInfo.ambientIntensity;
                    break;
                case AmbientMode.Trilight://gradient
                    RenderSettings.ambientSkyColor=dataInfo.ambientSkyColor;
                    RenderSettings.ambientEquatorColor=dataInfo.ambientEquatorColor;
                    RenderSettings.ambientGroundColor=dataInfo.ambientGroundColor;
                    break;
                case AmbientMode.Flat://color
                    RenderSettings.ambientLight=dataInfo.ambientColorLight;
                    break;
            }
            
            //Ambient Mode
            if (Lightmapping.realtimeGI) {
                //默认 Baked
            }

            //Environment Reflections
            //Source
            RenderSettings.defaultReflectionMode =dataInfo.defaultReflectionMode;
            switch (dataInfo.defaultReflectionMode)
            {
                case DefaultReflectionMode.Skybox:
                    RenderSettings.defaultReflectionResolution = dataInfo.defaultReflectionResolution; //Resolution
                    break;
                case DefaultReflectionMode.Custom:
                    RenderSettings.customReflection = dataInfo.customReflection;
                    break;
            }
            LightmapEditorSettings.reflectionCubemapCompression = dataInfo.reflectionCubemapCompression;//Compression
            RenderSettings.reflectionIntensity = dataInfo.ambientIntensity;
            RenderSettings.reflectionBounces = dataInfo.reflectionBounces;
            
            if (Lightmapping.bakedGI)
            {
                //Lighting mode
                LightmapEditorSettings.mixedBakeMode = dataInfo.mixedLightingMode;

                switch (dataInfo.mixedLightingMode)
                {
                    case MixedLightingMode.Shadowmask:
                    case MixedLightingMode.IndirectOnly:
                        break;
                    case MixedLightingMode.Subtractive:
                        RenderSettings.subtractiveShadowColor = dataInfo.RealtimeShadowColor;
                        break;
                }
            }
            //Lightmapping Setting
            if (Lightmapping.bakedGI)
            {
                LightmapEditorSettings.lightmapper = dataInfo.Lightmapper;
                switch (dataInfo.Lightmapper)
                {
                    case LightmapEditorSettings.Lightmapper.ProgressiveCPU:
                    case LightmapEditorSettings.Lightmapper.ProgressiveGPU:
                        RenderSettings.defaultReflectionResolution = dataInfo.defaultReflectionResolution; //Resolution
                        LightmapEditorSettings.prioritizeView = dataInfo.prioritizeView;
                        // Multiple Importance Sampling : false
                        LightmapEditorSettings .directSampleCount= dataInfo.directSampleCount;
                        LightmapEditorSettings .indirectSampleCount= dataInfo.indirectSampleCount;
                        LightmapEditorSettings .environmentSampleCount= dataInfo.environmentSampleCount;
                        
                        LightmapEditorSettings.bounces=dataInfo.Bounces;
                        //Filtering
                        LightmapEditorSettings.filteringMode = dataInfo.Filtering;
                        switch (dataInfo.Filtering)
                        {
                             case LightmapEditorSettings.FilterMode.None:
                             case LightmapEditorSettings.FilterMode.Auto:
                                 break;
                             case LightmapEditorSettings.FilterMode.Advanced:
                                 //Direct Filtering
                                 LightmapEditorSettings.denoiserTypeDirect = dataInfo.DirectDenoiser;
                                 LightmapEditorSettings.filterTypeDirect =  dataInfo.DirectFilter;
                                 switch (dataInfo.DirectFilter)
                                 {
                                     case LightmapEditorSettings.FilterType.Gaussian:
                                         LightmapEditorSettings.filteringGaussRadiusDirect = dataInfo.filteringGaussRadiusDirect;
                                         break;
                                     case LightmapEditorSettings.FilterType.ATrous:
                                         LightmapEditorSettings.filteringAtrousPositionSigmaDirect = dataInfo.filteringAtrousPositionSigmaDirect;
                                         break;
                                     case LightmapEditorSettings.FilterType.None:
                                         break;
                                 }
                                 
                                 //Indirect Filtering
                                 LightmapEditorSettings.denoiserTypeIndirect =  dataInfo.DirectDenoiser;
                                 LightmapEditorSettings.filterTypeIndirect = dataInfo.InirectFilter;
                                 switch (dataInfo.InirectFilter)
                                 {
                                     case LightmapEditorSettings.FilterType.Gaussian:
                                         LightmapEditorSettings.filteringGaussRadiusIndirect = dataInfo.filteringGaussRadiusIndirect;
                                         break;
                                     case LightmapEditorSettings.FilterType.ATrous:
                                         LightmapEditorSettings.filteringAtrousPositionSigmaIndirect=dataInfo.filteringAtrousPositionSigmaIndirect;
                                         break;
                                     case LightmapEditorSettings.FilterType.None:
                                         break;
                                 }
                                 
                                 //Ambient Occlusion
                                 LightmapEditorSettings.enableAmbientOcclusion=dataInfo.AmbientOcclusion;
                                 if (LightmapEditorSettings.enableAmbientOcclusion)
                                 {
                                     //Ambient Occlusion Filtering
                                     LightmapEditorSettings.denoiserTypeAO =  dataInfo.AmbientOcclutionDenoiser;
                                     LightmapEditorSettings.filterTypeAO = dataInfo.AmbientOcclutionFilter;
                                     switch (dataInfo.AmbientOcclutionFilter)
                                     {
                                         case LightmapEditorSettings.FilterType.Gaussian:
                                             LightmapEditorSettings.filteringGaussRadiusAO = dataInfo.filteringGaussRadiusAO;
                                             break;
                                         case LightmapEditorSettings.FilterType.ATrous:
                                             LightmapEditorSettings.filteringAtrousPositionSigmaAO=dataInfo.filteringAtrousPositionSigmaAO;
                                             break;
                                         case LightmapEditorSettings.FilterType.None:
                                             break;
                                     }
                                     break;
                                 }
                                 else
                                     break;
                        }
                        
                        //Indirect Resolution
                        LightmapEditorSettings.realtimeResolution=dataInfo.IndirectResolution;
                        LightmapEditorSettings.bakeResolution = dataInfo.LightmapResolution;
                        LightmapEditorSettings.padding = dataInfo.LightmapPadding;
                        LightmapEditorSettings.maxAtlasSize = dataInfo.LightmapSize;
                        LightmapEditorSettings.textureCompression=dataInfo.CompressLightmaps;
                        if (LightmapEditorSettings.enableAmbientOcclusion)
                        {
                            LightmapEditorSettings.aoMaxDistance = dataInfo.AOMaxDistance;
                            LightmapEditorSettings.aoExponentIndirect = dataInfo.AOInDirectContribution;
                            LightmapEditorSettings.aoExponentDirect = dataInfo.AODirectContribution;
                        }
                        LightmapEditorSettings.lightmapsMode=dataInfo.DirectionalMode;
                        
                        Lightmapping.indirectOutputScale=dataInfo.IndirectIntensity;
                        Lightmapping.bounceBoost=dataInfo.AlbedoBoost;
                        
                        break;
                    case LightmapEditorSettings.Lightmapper.Enlighten:
                        RenderSettings.customReflection = dataInfo.customReflection;
                        break;
                }
                
                
            }

            Debug.Log("baking...");
            Lightmapping.Bake();
            Debug.Log("baking completed");
        }
        else
        {
            Debug.LogError("not found Lighting assets");
            return;
        }

        
    }
    
}

 

 

Scriptable 灯光数据:LightingAsset.asset

using System;
using UnityEditor;
using UnityEditor.AddressableAssets.Build;
using UnityEditor.AddressableAssets.Settings;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Rendering;

[Serializable]
[CreateAssetMenu(fileName = "LightingAsset", menuName = "Creat Lighting Asset")]
public class LightingAsset : PlayableAsset
{
    public LightingDataAsset lightingDataAsset;
    public Material SkyboxMaterial;
    public Light SunSource;
    [Space]
    public int defaultReflectionResolution; 
    public AmbientMode ambientMode; 
    public float ambientIntensity;
    [Space]
    public Color ambientSkyColor;
    public Color ambientEquatorColor;
    public Color ambientGroundColor;
    [Space]
    public Color ambientColorLight;
    [Space]
    public DefaultReflectionMode defaultReflectionMode; 
    public ReflectionCubemapCompression reflectionCubemapCompression; 
    public float reflectionIntensity; 
    public int reflectionBounces;
    public Cubemap customReflection;
    [Space]
    public bool realtimeGI;
    public bool bakedGI;
    public MixedLightingMode mixedLightingMode;
    public Color RealtimeShadowColor;
    [Space]
    public LightmapEditorSettings.Lightmapper Lightmapper;
    public bool prioritizeView;
    public bool multipleSampling;
    public int directSampleCount;
    public int indirectSampleCount;
    public int environmentSampleCount;
    public int LightProbeSampleMultiplier;
    public int Bounces;
    public LightmapEditorSettings.FilterMode Filtering;
    [Space]
    public LightmapEditorSettings.DenoiserType DirectDenoiser;
    public LightmapEditorSettings.FilterType DirectFilter;
    public int filteringGaussRadiusDirect;
    public float filteringAtrousPositionSigmaDirect;
    [Space]
    public LightmapEditorSettings.DenoiserType IndirectDenoiser;
    public LightmapEditorSettings.FilterType InirectFilter;
    public int filteringGaussRadiusIndirect;
    public float filteringAtrousPositionSigmaIndirect;
    [Space]
    public LightmapEditorSettings.DenoiserType AmbientOcclutionDenoiser;
    public LightmapEditorSettings.FilterType AmbientOcclutionFilter;
    public int filteringGaussRadiusAO;
    public float filteringAtrousPositionSigmaAO;
    [Space]
    public float IndirectResolution;
    public float LightmapResolution;
    public int LightmapPadding=2;
    public int LightmapSize=1024;
    public bool CompressLightmaps;
    [Space]
    public bool AmbientOcclusion;
    public float AOMaxDistance;
    public float AOInDirectContribution;
    public float AODirectContribution;
    [Space]
    public LightmapsMode DirectionalMode;
    public float IndirectIntensity;
    public float AlbedoBoost;

    // Factory method that generates a playable based on this asset
    public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
    {
        
        return Playable.Create(graph);
    }
}

 

  • 2
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 1
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值