合并前:
合并后:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class GameController : MonoBehaviour {
[SerializeField]
private GameObject m_player;
[Tooltip("是否合并网格贴图")]
public bool is_CombineMeshes=false;
void Start () {
if (!is_CombineMeshes)
{
GameObject player = Instantiate(m_player);
return;
}
GameObject playerClone = Instantiate(m_player);
List<CombineInstance> combineInstances = new List<CombineInstance>();
Material material = null;
List<Transform> bones = new List<Transform>();
List<Texture2D> textures = new List<Texture2D>();
List<Vector2[]> uvList = new List<Vector2[]>();
int uvCount = 0;
SkinnedMeshRenderer[] skinnedMeshs = playerClone.GetComponentsInChildren<SkinnedMeshRenderer>();
Transform[] transforms = playerClone.GetComponentsInChildren<Transform>();
for(int num=0; num < skinnedMeshs.Length; num++)
{
SkinnedMeshRenderer temp = skinnedMeshs[num];
if (material == null)
{//返回分配给渲染器的第一个材质
material = temp.sharedMaterial;
}
//合并网格
CombineInstance ci = new CombineInstance();
ci.mesh = temp.sharedMesh;
//子网格索引
//ci.subMeshIndex = num;
//合并之前网格变换的矩阵
ci.transform = temp.transform.localToWorldMatrix;
//变换矩阵有问题(就用这句),要保持相对位置不变,要转换为父节点的本地坐标,
//ci.transform = transform.worldToLocalMatrix * temp.transform.localToWorldMatrix;
combineInstances.Add(ci);
//取得temp相对应名称的骨骼列表
int startBoneIndex = bones.Count;
foreach(Transform t in temp.bones) {
foreach(Transform transform in transforms) {
if(transform.name != t.name)
continue;
bones.Add (transform);
break;
}
}
//储存网格纹理坐标
uvList.Add (temp.sharedMesh.uv);
uvCount += temp.sharedMesh.uv.Length;
//子网格
int endBoneIndex = bones.Count;
for(int i = 1; i < temp.sharedMesh.subMeshCount; ++i) {
for(int jj = startBoneIndex; jj < endBoneIndex; ++jj) {
bones.Add (bones[jj]);
}
}
//贴图记录
if(temp.material.mainTexture != null) {
textures.Add (temp.GetComponent<Renderer> ().material.mainTexture as Texture2D);
}
temp.gameObject.SetActive(false);
}
//贴图合并(注意合并最大尺寸)
Texture2D skinnedMeshAtlas = new Texture2D (1024 , 1024);
Rect[] packingResult = skinnedMeshAtlas.PackTextures (textures.ToArray () , 0);
//网格纹理坐标合并
Vector2[] atlasUVs = new Vector2[uvCount];
int j = 0;
for(int i = 0; i < uvList.Count; i++) {
foreach(Vector2 uv in uvList[i]) {
atlasUVs[j].x = Mathf.Lerp (packingResult[i].xMin , packingResult[i].xMax , uv.x);
atlasUVs[j].y = Mathf.Lerp (packingResult[i].yMin , packingResult[i].yMax , uv.y);
j++;
}
}
//蒙皮网格渲染器
SkinnedMeshRenderer r = playerClone.AddComponent<SkinnedMeshRenderer> ();
r.sharedMesh = new Mesh ();
//第二个参数是否合并成同一个材质 参数三为false,在CombineInstance结构变换矩阵将被忽略。
r.sharedMesh.CombineMeshes (combineInstances.ToArray () , true,false );
r.bones = bones.ToArray ();
r.material = material;
r.material.mainTexture = skinnedMeshAtlas;
r.sharedMesh.uv = atlasUVs;
}
}
注意 出现:Texture atlas needs textures to have Readable flag set!错误
请查看模型贴图是否勾选: