Unity 过度光照贴图
背景:开关窗帘过程,让环境在亮和暗之间过度
事先烘培出亮、暗两张Lighting map。然后代码实现,窗帘开关由动作实现,而代码中通过动作执行进度来过度两张Lighting map
void OnAnimatorMove() { AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(0); if (transitionInfo.normalizedTime != 0)//状态切换中 { } else { AnimatorStateInfo currentAnimatorStateInfo = animator.GetCurrentAnimatorStateInfo(0); // 开窗 if (currentAnimatorStateInfo.IsName("opening")) { LightmapBlender.Instance.OpenWindow(currentAnimatorStateInfo.normalizedTime); } // 关窗 if (currentAnimatorStateInfo.IsName("closing")) { LightmapBlender.Instance.CloseWindow(currentAnimatorStateInfo.normalizedTime); } }
1 public Texture2D normalTexture2D; 2 public Texture2D closeWindowTexture2D; 3 public Texture2D dancingTexture2D; 4 5 public Texture2D blendTexture2D; 6 7 private Color[] normalColors; 8 private Color[] closeWindowColors; 9 private Color[] dancingColors; 10 11 private Color[] blendColors; 12 13 [SerializeField] 14 private Transform brightTransform, darkTransform; 15 16 [SerializeField] 17 private Color brightAmbientLight, darkAmbientLight; 18 19 void Awake () 20 { 21 normalColors = normalTexture2D.GetPixels(); 22 closeWindowColors = closeWindowTexture2D.GetPixels(); 23 24 if (dancingTexture2D != null) 25 dancingColors = dancingTexture2D.GetPixels(); 26 27 blendColors = blendTexture2D.GetPixels(); 28 } 29 30 public void OpenWindow(float t) 31 { 32 brightTransform.gameObject.SetActive(true); 33 darkTransform.gameObject.SetActive(false); 34 35 Blend2Textures(closeWindowColors, normalColors, t); 36 RenderSettings.ambientLight = Blend2Color(darkAmbientLight, brightAmbientLight, t); 37 } 38 39 public void CloseWindow(float t) 40 { 41 brightTransform.gameObject.SetActive(false); 42 darkTransform.gameObject.SetActive(true); 43 44 Blend2Textures(normalColors, closeWindowColors, t); 45 46 // 过度环境光(影响没烘培在Lighting map 中的对象的明暗) 47 RenderSettings.ambientLight = Blend2Color(brightAmbientLight, darkAmbientLight, t); 48 } 49 50 private Color Blend2Color(Color from, Color to, float t) 51 { 52 Color blend; 53 54 blend.r = from.r * (1 - t) + to.r * t; 55 blend.g = from.g * (1 - t) + to.g * t; 56 blend.b = from.b * (1 - t) + to.b * t; 57 blend.a = from.a * (1 - t) + to.a * t; 58 59 return blend; 60 } 61 62 private void Blend2Textures(Color[] from, Color[] to, float t) 63 { 64 for (int i = 0; i < blendColors.Length; i++) 65 blendColors[i] = Blend2Color(from[i], to[i], t); 66 67 blendTexture2D.SetPixels(blendColors); 68 blendTexture2D.Apply(); 69 70 SwitchLightmaps(blendTexture2D); 71 } 72 73 private void SwitchLightmaps(Texture2D tex) 74 { 75 LightmapData[] lightmaps = LightmapSettings.lightmaps; 76 77 lightmaps[0].lightmapFar = tex; 78 79 // 切换 Lighting map 80 LightmapSettings.lightmaps = lightmaps; 81 }
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