/// <summary>
/// https://forum.unity.com/threads/access-lighting-window-properties-in-script.328342/
/// </summary>
/// <returns></returns>
public static SerializedObject GetLighmapSettings()
{
var getLightmapSettingsMethod = typeof(LightmapEditorSettings).GetMethod("GetLightmapSettings",
BindingFlags.Static | BindingFlags.NonPublic);
LightmapSettings lightmapSettings = getLightmapSettingsMethod.Invoke(null, null) as LightmapSettings;
return new SerializedObject(lightmapSettings);
}
public static void TraversePropertyNames()
{
SerializedObject so = GetLighmapSettings();
var prop = so.GetIterator();
while (prop.Next(true))
{
Debug.LogError(prop.name);
}
}
此时输出:
我们再看到:
SerializedObject so = GetLighmapSettings();
SerializedProperty sp = so.FindProperty("m_LightmapEditorSettings");
var prop = so.GetIterator();
while (prop.Next(true))
{
Debug.LogError(prop.name + " depth=" + prop.depth + " hasChildren=" + prop.hasChildren);
}
此时输出:
比如我们想得到:m_AtlasSize这个属性:
SerializedProperty sp = so.FindProperty("m_LightmapEditorSettings");
var prop = so.GetIterator();
while (prop.Next(true))
{
//Debug.LogError(prop.name + " depth=" + prop.depth + " hasChildren=" + prop.hasChildren);
}
sp = so.FindProperty("m_LightmapEditorSettings.m_AtlasSize");
Debug.LogError(sp.name);
这样就解释了:https://forum.unity.com/threads/access-lighting-window-properties-in-script.328342/
这个博客里的内容了。
关于Lighting面板的设置都在这里了
SerializedObject so = GetLighmapSettings();
SerializedProperty sp = so.FindProperty("m_GIWorkflowMode");
sp.intValue = 1; //https://docs.unity3d.com/ScriptReference/Lightmapping.GIWorkflowMode.html
sp = so.FindProperty("m_GISettings.m_BounceScale");
sp = so.FindProperty("m_GISettings.m_IndirectOutputScale");
sp = so.FindProperty("m_GISettings.m_AlbedoBoost");
sp = so.FindProperty("m_GISettings.m_EnvironmentLightingMode");
sp = so.FindProperty("m_GISettings.m_EnableBakedLightmaps");
sp.boolValue = true;
sp = so.FindProperty("m_GISettings.m_EnableRealtimeLightmaps");
sp.boolValue = false;
mixedBakeMode = MixedLightingMode.Shadowmask; //需要重启Lighting窗口
lightmapper = Lightmapper.ProgressiveCPU; //需要重启Lighting窗口
prioritizeView = true;
sp = so.FindProperty("m_LightmapEditorSettings.m_PVREnvironmentMIS"); //mulitiple importance sampling
sp.intValue = 0;
sp = so.FindProperty("m_LightmapEditorSettings.m_PVRDirectSampleCount");
sp.intValue = 32;
sp = so.FindProperty("m_LightmapEditorSettings.m_PVRSampleCount");
sp.intValue = 8;
sp = so.FindProperty("m_LightmapEditorSettings.m_PVREnvironmentSampleCount");
sp.intValue = 128;
sp = so.FindProperty("m_LightmapEditorSettings.m_PVRBounces");
sp.intValue = 2;
sp = so.FindProperty("m_LightmapEditorSettings.m_PVRFilteringMode");
sp.enumValueIndex = 1;
bakeResolution = 30; //lightmap resolution
padding = 4; //lightmap padding
maxAtlasSize = 512; //lightmap size
textureCompression = false; //compress lightmaps
enableAmbientOcclusion = true; //ambient occlusion
aoMaxDistance = 2; //max distance
sp = so.FindProperty("m_LightmapEditorSettings.m_CompAOExponent");
sp = so.FindProperty("m_LightmapEditorSettings.m_CompAOExponentDirect");
aoExponentDirect = 4; //indirect contribution
aoExponentIndirect = 3; //direct contribution
lightmapsMode = LightmapsMode.CombinedDirectional; //direcitonal mode
sp = so.FindProperty("m_GISettings.m_IndirectOutputScale");
sp.floatValue = 2.3f; //indirect intensity
sp = so.FindProperty("m_GISettings.m_AlbedoBoost");
sp.floatValue = 3.23f;
sp = so.FindProperty("m_LightmapEditorSettings.m_LightmapParameters");
sp.objectReferenceValue = bakeConfig.lightmapParameters; //lightmap parameters
so.ApplyModifiedProperties();
var prop = so.GetIterator();
while (prop.Next(true))
{
Debug.LogError(prop.name + " depth=" + prop.depth + " hasChildren=" + prop.hasChildren);
}