Unity自定义材质自发光烘焙设置工具

关于Unity里自发光材质的烘焙,一个是要加上Meta Pass,一个是要设置材质的Lightmap Flags设置为BakedEmissive
以下为烘焙自发光成功与失败的对比
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在这里插入图片描述

第一点加上meta pass,以下为URP管线下通用Meta Pass,加载自定义的shader后面,把参数换成自己的参数名就好:

// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
	Name "Meta"
	Tags{"LightMode" = "Meta"}

	Cull Off

	HLSLPROGRAM
	#pragma only_renderers gles gles3 glcore d3d11
	#pragma target 2.0

	#pragma vertex vert_Meta
	#pragma fragment frag_Meta

	#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"

	TEXTURE2D(_BaseMap);						SAMPLER(sampler_BaseMap);
	TEXTURE2D(_MetallicGlossMap);				SAMPLER(sampler_MetallicGlossMap);
	TEXTURE2D(_Emissionmap);					SAMPLER(sampler_Emissionmap);

	struct a2v_Meta
	{
		float4 positionOS   : POSITION;
		float3 normalOS     : NORMAL;
		float2 uv0          : TEXCOORD0;
		float2 uv1          : TEXCOORD1;
		float2 uv2          : TEXCOORD2;
		#ifdef _TANGENT_TO_WORLD
			float4 tangentOS     : TANGENT;
		#endif
	};

	struct v2f_Meta
	{
		float4 positionCS   : SV_POSITION;
		float2 uv           : TEXCOORD0;
	};

	v2f_Meta vert_Meta(a2v_Meta input)
	{
		v2f_Meta output = (v2f_Meta)0;
		output.positionCS = MetaVertexPosition(input.positionOS, input.uv1, input.uv2, unity_LightmapST, unity_DynamicLightmapST);
		output.uv = TRANSFORM_TEX(input.uv0, _BaseMap);
		return output;
	}

	half4 frag_Meta(v2f_Meta input) : SV_Target
	{
		SurfaceData surfaceData;
		half4 albedoAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
		surfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
		surfaceData.alpha = albedoAlpha.a * _BaseColor.a;

		half4 metallicGlossOcclusion = SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, input.uv);

		surfaceData.metallic = _Metallic * metallicGlossOcclusion.r;
		surfaceData.smoothness = _Smoothness * metallicGlossOcclusion.a;
		surfaceData.specular = _SpecularColor.rgb;
		surfaceData.emission = SAMPLE_TEXTURE2D(_Emissionmap, sampler_Emissionmap, input.uv).rgb * _Emission.rgb;
		surfaceData.clearCoatMask = 0.0h;
		surfaceData.clearCoatSmoothness = 0.0h;

		BRDFData brdfData;
		InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);

		MetaInput metaInput;
		metaInput.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
		metaInput.SpecularColor = surfaceData.specular;
		metaInput.Emission = surfaceData.emission;

		return MetaFragment(metaInput);
	}

	ENDHLSL
}

第二点设置材质的Lightmap Flags,可以用代码mat.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive来设置,或者在Debug模式下,把材质的LightmapFlags改为4
在这里插入图片描述
做了个小工具,便于美术在材质面板上,点击右上角的齿轮,就可以很轻松的设置哪些材质需要自发光烘焙
在这里插入图片描述
以下是代码,放进工程里就好

using UnityEngine;
using UnityEditor;

public class MaterialBakedEmissionTool : MonoBehaviour
{
    // Start is called before the first frame update
    [MenuItem("CONTEXT/Material/Set Baked Emission")]
    public static void SetBakedEmission(MenuCommand menuCommand)
    {
        var mat = menuCommand.context as Material;
        if (mat != null)
        {
            mat.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive;
        }
    }

    [MenuItem("CONTEXT/Material/Reset Baked Emission")]
    public static void ResetBakedEmission(MenuCommand menuCommand)
    {
        var mat = menuCommand.context as Material;
        if (mat != null)
        {
            mat.globalIlluminationFlags = MaterialGlobalIlluminationFlags.None;
        }
    }
}
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