關鍵代碼:LightmapSettings.lightmaps = lightmapDatas;
LightmapData中操作三張圖:lightmapColor,lightmapDir,以及一張ShadowMap
這里只操作前兩張:
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;public class LightingSwitchBtn : MonoBehaviour
{public bool IsTurnOn = false;// / 光照信息LightmapData[] lightmapDatas;/// 暗的時候的貼圖public Texture2D[] lightmapDark;public Texture2D[] lightmapDarkDir;/// 亮的時候的貼圖public Texture2D[] lightmapLight;public Texture2D[] lightmapLightDir;void Awake(){}public void OnPointerClick(){Debug.Log("1111");SwichState();}public void SwichState(){Debug.Log("2222");bool ClickState = !IsTurnOn;if (ClickState){SetLightMap(lightmapLight, lightmapLightDir);}else{SetLightMap(lightmapDark, lightmapDarkDir);}IsTurnOn = ClickState;}public void SetLightMap(Texture2D[] lightmapTex, Texture2D[] lightmapDir){if (lightmapTex == null){return;}lightmapDatas = new LightmapData[lightmapTex.Length];for (int i = 0; i < lightmapTex.Length; i++){LightmapData lmd = new LightmapData();lmd.lightmapColor = lightmapTex[i];lmd.lightmapDir = lightmapDir[i];lightmapDatas[i] = lmd;}LightmapSettings.lightmaps = lightmapDatas;}}
更新光照貼圖后,還需要更新天空球,這里以HDRP管線為例,URP和build in同理:
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.UI;public class LightingSwitchBtn : MonoBehaviour
{public bool IsTurnOn = false;LightmapData[] lightmapDatas; /// 光照信息[Header("上午")] /// 亮的時候的貼圖public Texture2D[] lightmapLightDir;public Texture2D[] lightmapLight;[Header("下午")] /// 暗的時候的貼圖public Texture2D[] lightmapDarkDir;public Texture2D[] lightmapDark;[Header("晚上")]/// 晚上的貼圖public Texture2D[] lightmapNightDir;public Texture2D[] lightmapNight;[Header("天空")]public Texture SkyAM;public Texture SkyPM;public Texture SkyNight;[Header("Volume組件")]public Volume myVolume;public Texture mySkyTex;private HDRISky hdriSky;[Range(0,1)]public float TimeSwitch = 0;#region BoolIsTurnOn// public void SwichState()// {// Debug.Log("啊啊啊");// bool ClickState = !IsTurnOn;// if (ClickState)// {// SetLightMap(lightmapLight, lightmapLightDir);// }// else// {// SetLightMap(lightmapDark, lightmapDarkDir);// }// IsTurnOn = ClickState;// }#endregion//天空切換void Awake(){VolumeProfile volumeProfile = myVolume.profile;volumeProfile.TryGet<HDRISky>(out hdriSky);mySkyTex = hdriSky.hdriSky.value;}//光照貼圖切換public void AM_Time(){Debug.Log("AM");SetLightMap(lightmapLight, lightmapLightDir);hdriSky.hdriSky.value = SkyAM;}public void PM_Time(){Debug.Log("PM");SetLightMap(lightmapDark, lightmapDarkDir);hdriSky.hdriSky.value = SkyPM;}public void Night_Time(){Debug.Log("Night");SetLightMap(lightmapNight, lightmapNightDir);hdriSky.hdriSky.value = SkyNight;}public void SetLightMap(Texture2D[] lightmapTex, Texture2D[] lightmapDir){if (lightmapTex == null){return;}lightmapDatas = new LightmapData[lightmapTex.Length];for (int i = 0; i < lightmapTex.Length; i++){LightmapData lmd = new LightmapData();lmd.lightmapColor = lightmapTex[i];lmd.lightmapDir = lightmapDir[i];lightmapDatas[i] = lmd;}LightmapSettings.lightmaps = lightmapDatas;}}
以上是光照貼圖部分的切換,但是這樣會有個問題,就是光照貼圖并不會影響到新加入的模型的漫反射,因為三個時段的漫反射是由冷到暖的顏色上的變化,如果你沒有更新LightProbe的信息,那么你加入的模型必定會是很突兀的,如下圖所示:
很明顯新加入的沙發并沒有暖色調影響到它,那是因為缺少LightProbe的更新,那么如果我們想更新三個時段的LightProbe,就需要將三個時段的的LightProbe保存為Asset,然后去動態加載它;
以下是將LightProbe保存為Asset的資源腳本:
using UnityEditor;
using UnityEngine;public class LightProbeAssetCreator : EditorWindow
{[MenuItem("Assets/Create/Light Probe Asset")]static void CreateLightProbeAsset(){// 獲取當前場景中的光照探針數據LightProbes lightProbes = LightmapSettings.lightProbes;// 確保光照探針對象存在if (lightProbes != null){// 創建一個新的實例并將其保存為資產LightProbes lightProbesCopy = Instantiate(lightProbes);// 將實例化的光照探針保存為新資產AssetDatabase.CreateAsset(lightProbesCopy, "Assets/Arts/Scence/LightProbe/lightProbe.asset");// 刷新 AssetDatabase,以確保資產立即出現在項目視圖中AssetDatabase.SaveAssets();AssetDatabase.Refresh();// 輸出成功消息Debug.Log("Light Probe Asset created at Assets/lightProbe.asset");}else{Debug.LogError("No Light Probes found in LightmapSettings.");}}
}
動態加載LightProbe資產的腳本:
//using EH;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using System.Collections.Generic;
using UnityEditor;public class LightingSwitchBtn : MonoBehaviour
{LightmapData[] lightmapDatas; /// 光照信息[Header("上午")] /// 亮的時候的貼圖public Texture2D[] lightmapLightDir;public Texture2D[] lightmapLight;[Header("下午")] /// 暗的時候的貼圖public Texture2D[] lightmapDarkDir;public Texture2D[] lightmapDark;[Header("晚上")]/// 晚上的貼圖public Texture2D[] lightmapNightDir;public Texture2D[] lightmapNight;[Header("天空")]public Texture SkyAM;public Texture SkyPM;public Texture SkyNight;[Header("Volume組件")]public Volume myVolume;public Texture mySkyTex;private HDRISky hdriSky;[Header("直線光")]public Light RealLight;public float Temperature_AM = 5800;public float Intensity_AM = 10;[Space(10)]public float Temperature_PM = 5200;public float Intensity_PM = 20;[Space(10)]public float Temperature_Night = 7500;public float Intensity_Night = 10;[Header("RenderTex")]public RenderTexture RTX01;public RenderTexture RTX02;public Material myMat;[Range(0,1)]public float TimeSwitch = 0;[Header("漫反射(Light Probes Group)")]public LightProbes loadedLightProbes;public string assetPath_AM = "Assets/Arts/Scence/LightProbe/lightProbe_AM.asset";public string assetPath_PM = "Assets/Arts/Scence/LightProbe/lightProbe_PM.asset";public string assetPath_Night = "Assets/Arts/Scence/LightProbe/lightProbe_Night.asset";//天空切換void Awake(){//FW.Get<EffectMgr>().lightControl = this;VolumeProfile volumeProfile = myVolume.profile;volumeProfile.TryGet<HDRISky>(out hdriSky);mySkyTex = hdriSky.hdriSky.value;}//光照貼圖切換public void AM_Time(){Debug.Log("AM");SetLightMap(lightmapLight, lightmapLightDir);hdriSky.hdriSky.value = SkyAM;LightDirCol(Temperature_AM,Intensity_AM);LoadLightProbe( assetPath_AM);}public void PM_Time(){Debug.Log("PM");SetLightMap(lightmapDark, lightmapDarkDir);hdriSky.hdriSky.value = SkyPM;LightDirCol(Temperature_PM,Intensity_PM);LoadLightProbe( assetPath_PM);}public void Night_Time(){Debug.Log("Night");SetLightMap(lightmapNight, lightmapNightDir);hdriSky.hdriSky.value = SkyNight;LightDirCol(Temperature_Night,Intensity_Night);LoadLightProbe( assetPath_Night);}public void SetLightMap(Texture2D[] lightmapTex, Texture2D[] lightmapDir){if (lightmapTex == null){return;}lightmapDatas = new LightmapData[lightmapTex.Length];for (int i = 0; i < lightmapTex.Length; i++){LightmapData lmd = new LightmapData();lmd.lightmapColor = lightmapTex[i];lmd.lightmapDir = lightmapDir[i];lightmapDatas[i] = lmd;}LightmapSettings.lightmaps = lightmapDatas;}public void LightDirCol( float TemperatureTime , float IntensityTime){RealLight.colorTemperature = TemperatureTime;HDAdditionalLightData hdLight = RealLight.GetComponent<HDAdditionalLightData>();hdLight.intensity = IntensityTime;Debug.Log("光照強度" + RealLight.intensity);}void Update(){if (Input.GetKeyDown(KeyCode.Q)){LightDirCol(Temperature_AM,Intensity_AM);}else if (Input.GetKeyDown(KeyCode.E)){LightDirCol(Temperature_PM,Intensity_PM);}else if(Input.GetKeyDown(KeyCode.R)){LightDirCol(Temperature_Night,Intensity_Night);}}void LoadLightProbe( string assetPath){// 加載光照探針資產loadedLightProbes = AssetDatabase.LoadAssetAtPath<LightProbes>(assetPath);if (loadedLightProbes != null){LightmapSettings.lightProbes = loadedLightProbes;}else{Debug.LogError("光照探針毛都沒 " + assetPath);}}
}
其中LightProbes的加載關鍵代碼是:
void LoadLightProbe( string assetPath){// 加載光照探針資產loadedLightProbes = AssetDatabase.LoadAssetAtPath<LightProbes>(assetPath);if (loadedLightProbes != null){LightmapSettings.lightProbes = loadedLightProbes;}else{Debug.LogError("光照探針毛都沒 " + assetPath);}}
完整腳本有冗余,請自行刪減;