前言
一个unity网格合并,同时支持贴图合并的笔记,总的是抄的别人的,添加了在unity编辑器模式下父物体合并子物体上的网格和贴图的功能,在编辑器下吧合并的网格赋值给Hierachy上物体,生成的材质球保存在Assets下.
这个算是我的笔记.
一、使用步骤
1.代码
1.创建一个MeshRenderEditor脚本,继承Editor.添加一个编辑器窗口入口,定义两个缓存路径.
[MenuItem("MyTools/CombineMesh")]
public static void EditorTest()
{
CombineMesh();
}
/// <summary>
/// 图片缓存路径
/// </summary>
private static string JpgPath = "Assets/texture.jpg";
/// <summary>
/// material缓存路径
/// </summary>
private static string MaterialPath = "Assets/mat.mat";
2.合并网格和网格上贴图方法,可以把子物体上的网格合并成一个赋值给父物体.在运行模式下调用也会把合成的材质球和贴图放到父物体上.
如果不想在编辑模式下合并,在运行脚本里调用下面这方法,删除最后面的四个调用方法,也可以在运行模式下合并网格和贴图.
static void CombineMesh()
{
#region 如果在游戏运行时动态合并网格,在脚本Start里运行这块代码就可以了
GameObject gameObject = Selection.gameObjects[0];
MeshFilter[] mfChildren = gameObject.GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[mfChildren.Length];
MeshRenderer[] mrChildren = gameObject.GetComponentsInChildren<MeshRenderer>();
Material[] materials = new Material[mrChildren.Length];
MeshRenderer mrSelf = gameObject.AddComponent<MeshRenderer>();
MeshFilter mfSelf = gameObject.AddComponent<MeshFilter>();
Texture2D[] textures = new Texture2D[mrChildren.Length];
for (int i = 0; i < mrChildren.Length; i++)
{
materials[i] = mrChildren[i].sharedMaterial;
Texture2D tx = materials[i].GetTexture("_MainTex") as Texture2D;
Texture2D tx2D = new Texture2D(tx.width, tx.height, TextureFormat.ARGB32, false);
tx2D.SetPixels(tx.GetPixels(0, 0, tx.width, tx.height));
tx2D.Apply();
textures[i] = tx2D;
}
Material materialNew = new Material(materials[0].shader);
materialNew.CopyPropertiesFromMaterial(materials[0]);
mrSelf.sharedMaterial = materialNew;
Texture2D texture = new Texture2D(1024, 1024);
materialNew.SetTexture("_MainTex", texture);
Rect[] rects = texture.PackTextures(textures, 10, 1024);
for (int i = 0; i < mfChildren.Length; i++)
{
if (mfChildren[i].transform == gameObject.transform)
{
continue;
}
Rect rect = rects[i];
Mesh meshCombine = mfChildren[i].mesh;
Vector2[] uvs = new Vector2[meshCombine.uv.Length];
//把网格的uv根据贴图的rect刷一遍
for (int j = 0; j < uvs.Length; j++)
{
uvs[j].x = rect.x + meshCombine.uv[j].x * rect.width;
uvs[j].y = rect.y + meshCombine.uv[j].y * rect.height;
}
meshCombine.uv = uvs;
combine[i].mesh = meshCombine;
combine[i].transform = mfChildren[i].transform.localToWorldMatrix;
mfChildren[i].gameObject.SetActive(false);
}
Mesh newMesh = new Mesh();
newMesh.CombineMeshes(combine, true, true);//合并网格
mfSelf.mesh = newMesh;
#endregion 下面的代码是吧生成的Material,和合并的图片缓存在本地
fileWriteTexture(texture, JpgPath);
CreateMaterial(materialNew);
LoadTextureAlter(JpgPath);
MaterialSetTexture(MaterialPath, JpgPath);
}
3.下面调用的四个方法,是把合成的材质球和贴图缓存在本地路径下.同事处理合成贴图的参数,绑定到材质球上
/// <summary>
/// 把合并好的图片缓存在"Assets/texture.jpg"路径下
/// </summary>
/// <param name="texture"></param>
static void fileWriteTexture(Texture2D texture,string jpgPath)
{
var bytes = texture.EncodeToPNG();
FileStream file = File.Open(jpgPath, FileMode.Create);
BinaryWriter writer = new BinaryWriter(file);
writer.Write(bytes);
file.Close();
texture.Apply();
}
/// <summary>
/// 合并后的材质球缓存到MaterialPath路径下,刷新
/// </summary>
/// <param name="materialNew"></param>
static void CreateMaterial(Material materialNew)
{
AssetDatabase.CreateAsset(materialNew, MaterialPath);
AssetDatabase.Refresh();
}
/// <summary>
/// 加载缓存合并图片,修改里面的参数
/// </summary>
static void LoadTextureAlter(string path)
{
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
textureImporter.textureType = TextureImporterType.Default;
textureImporter.isReadable = true;
AssetDatabase.ImportAsset(path);
AssetDatabase.Refresh();
}
/// <summary>
/// 缓存的Material存在上面贴图丢失的现象,重新绑定贴图数据
/// </summary>
static void MaterialSetTexture(string materialPath,string jpgPath)
{
Material LoadMaterial = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
Texture2D Loadtextur = AssetDatabase.LoadAssetAtPath<Texture2D>(jpgPath);
LoadMaterial.SetTexture("_MainTex", Loadtextur);
AssetDatabase.Refresh();
}
4.最后总的代码
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
public class MeshRenderEditor : Editor
{
[MenuItem("MyTools/CombineMesh")]
public static void EditorTest()
{
CombineMesh();
}
/// <summary>
/// 图片缓存路径
/// </summary>
private static string JpgPath = "Assets/texture.jpg";
/// <summary>
/// material缓存路径
/// </summary>
private static string MaterialPath = "Assets/mat.mat";
static void CombineMesh()
{
#region 如果在游戏运行时动态合并网格,在脚本Start里运行这块代码就可以了
GameObject gameObject = Selection.gameObjects[0];
MeshFilter[] mfChildren = gameObject.GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[mfChildren.Length];
MeshRenderer[] mrChildren = gameObject.GetComponentsInChildren<MeshRenderer>();
Material[] materials = new Material[mrChildren.Length];
MeshRenderer mrSelf = gameObject.AddComponent<MeshRenderer>();
MeshFilter mfSelf = gameObject.AddComponent<MeshFilter>();
Texture2D[] textures = new Texture2D[mrChildren.Length];
for (int i = 0; i < mrChildren.Length; i++)
{
materials[i] = mrChildren[i].sharedMaterial;
Texture2D tx = materials[i].GetTexture("_MainTex") as Texture2D;
Texture2D tx2D = new Texture2D(tx.width, tx.height, TextureFormat.ARGB32, false);
tx2D.SetPixels(tx.GetPixels(0, 0, tx.width, tx.height));
tx2D.Apply();
textures[i] = tx2D;
}
Material materialNew = new Material(materials[0].shader);
materialNew.CopyPropertiesFromMaterial(materials[0]);
mrSelf.sharedMaterial = materialNew;
Texture2D texture = new Texture2D(1024, 1024);
materialNew.SetTexture("_MainTex", texture);
Rect[] rects = texture.PackTextures(textures, 10, 1024);
for (int i = 0; i < mfChildren.Length; i++)
{
if (mfChildren[i].transform == gameObject.transform)
{
continue;
}
Rect rect = rects[i];
Mesh meshCombine = mfChildren[i].mesh;
Vector2[] uvs = new Vector2[meshCombine.uv.Length];
//把网格的uv根据贴图的rect刷一遍
for (int j = 0; j < uvs.Length; j++)
{
uvs[j].x = rect.x + meshCombine.uv[j].x * rect.width;
uvs[j].y = rect.y + meshCombine.uv[j].y * rect.height;
}
meshCombine.uv = uvs;
combine[i].mesh = meshCombine;
combine[i].transform = mfChildren[i].transform.localToWorldMatrix;
mfChildren[i].gameObject.SetActive(false);
}
Mesh newMesh = new Mesh();
newMesh.CombineMeshes(combine, true, true);//合并网格
mfSelf.mesh = newMesh;
#endregion 下面的代码是吧生成的Material,和合并的图片缓存在本地
fileWriteTexture(texture, JpgPath);
CreateMaterial(materialNew);
LoadTextureAlter(JpgPath);
MaterialSetTexture(MaterialPath, JpgPath);
}
/// <summary>
/// 把合并好的图片缓存在"Assets/texture.jpg"路径下
/// </summary>
/// <param name="texture"></param>
static void fileWriteTexture(Texture2D texture,string jpgPath)
{
var bytes = texture.EncodeToPNG();
FileStream file = File.Open(jpgPath, FileMode.Create);
BinaryWriter writer = new BinaryWriter(file);
writer.Write(bytes);
file.Close();
texture.Apply();
}
/// <summary>
/// 合并后的材质球缓存到MaterialPath路径下,刷新
/// </summary>
/// <param name="materialNew"></param>
static void CreateMaterial(Material materialNew)
{
AssetDatabase.CreateAsset(materialNew, MaterialPath);
AssetDatabase.Refresh();
}
/// <summary>
/// 加载缓存合并图片,修改里面的参数
/// </summary>
static void LoadTextureAlter(string path)
{
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
textureImporter.textureType = TextureImporterType.Default;
textureImporter.isReadable = true;
AssetDatabase.ImportAsset(path);
AssetDatabase.Refresh();
}
/// <summary>
/// 缓存的Material存在上面贴图丢失的现象,重新绑定贴图数据
/// </summary>
static void MaterialSetTexture(string materialPath,string jpgPath)
{
Material LoadMaterial = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
Texture2D Loadtextur = AssetDatabase.LoadAssetAtPath<Texture2D>(jpgPath);
LoadMaterial.SetTexture("_MainTex", Loadtextur);
AssetDatabase.Refresh();
}
}
总结
参考的大佬的博客,里面还有一个合并网格的方式,这个文章能合并的网格有限,如果是不同shader的材质球还需要处理,有问题可以看大佬的原博客.
https://blog.csdn.net/dardgen2015/article/details/51517860