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April 12, 2017 13:52
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A script that finds meshes in the scene that could probably all be rendered as a single shadow caster and creates a moderately optimized mesh or meshes for shadow rendering. The resulting meshes should be cast shadows only, and the meshes they represent/replace should not cast shadows.
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class ShadowMeshBatcher : EditorWindow { | |
[MenuItem("Window/Shadow Mesh Batcher")] | |
static void Init() { | |
// Get existing open window or if none, make a new one: | |
ShadowMeshBatcher window = (ShadowMeshBatcher)EditorWindow.GetWindow(typeof(ShadowMeshBatcher)); | |
window.Show(); | |
window.position = new Rect(20, 80, 500, 620); | |
} | |
private void OnGUI() { | |
// create batches with a button press | |
if (GUILayout.Button("Batch Static Shadow Meshes")) { | |
SaveResults(CombineForShadowCaster(GetStaticMeshes())); | |
} | |
} | |
/// <summary> | |
/// Returns all the meshes in the scene that can be rendered in 1 shadow batch | |
/// </summary> | |
/// <returns></returns> | |
List<MeshFilter> GetStaticMeshes() { | |
//find all meshfilters in the scene | |
MeshFilter[] filtersInScene = FindObjectsOfType<MeshFilter>(); | |
List<MeshFilter> staticFilters = new List<MeshFilter>(); | |
// find the ones marked as static | |
for (int i = 0; i < filtersInScene.Length; i++) { | |
if (GameObjectUtility.AreStaticEditorFlagsSet(filtersInScene[i].gameObject, StaticEditorFlags.BatchingStatic)) { | |
staticFilters.Add(filtersInScene[i]); | |
} | |
} | |
// remove any without a sharedmesh | |
staticFilters.RemoveAll(obj => obj.sharedMesh == null); | |
//remove any without renderers, materials or are roughly not in the Geometry queue | |
staticFilters.RemoveAll(obj => obj.GetComponent<Renderer>() == null || obj.GetComponent<Renderer>().sharedMaterial == null || obj.GetComponent<Renderer>().sharedMaterial.renderQueue > 2100); | |
return staticFilters; | |
} | |
List<Mesh> CombineForShadowCaster(List<MeshFilter> meshes) { | |
// create a mesh list to return | |
List<Mesh> results = new List<Mesh>(); | |
//our shadow mesh doesnt need to contain any duplicate/split verts for hard normals etc, using a dictionary makes it easier to remove duplicates | |
Dictionary<Vector3, int> vertDictionary; | |
List<Vector3> combinedVerts = new List<Vector3>(); | |
List<int> combinedTris = new List<int>(); | |
for (int i = 0; i < meshes.Count; i++) { | |
Mesh inputMesh = meshes[i].sharedMesh; | |
Matrix4x4 matrix = meshes[i].transform.localToWorldMatrix; | |
int[] tris = inputMesh.triangles; | |
Vector3[] verts = inputMesh.vertices; | |
//populate the dictionary with unique verts and thier index | |
vertDictionary = new Dictionary<Vector3, int>(); | |
int tempCount = 0; | |
for (int j = 0; j < verts.Length; j++) { | |
if (!vertDictionary.ContainsKey(verts[j])) { | |
vertDictionary.Add(verts[j], tempCount); | |
tempCount++; | |
} | |
} | |
//rewrite the tris array using the dictionary | |
for (int j = 0; j < tris.Length; j++) { | |
tris[j] = vertDictionary[verts[tris[j]]]; | |
} | |
//replace the verts with the nique ones from the dictionary | |
verts = new Vector3[vertDictionary.Keys.Count]; | |
vertDictionary.Keys.CopyTo(verts, 0); | |
//transforme them to world space | |
for (int j = 0; j < verts.Length; j++) { | |
verts[j] = matrix.MultiplyPoint3x4(verts[j]); | |
} | |
//if adding these verts would go over the vertex limit make a mesh from the current data and clear the data for a new one | |
if (combinedVerts.Count + verts.Length > 65535) { | |
Mesh mesh = new Mesh(); | |
mesh.SetVertices(combinedVerts); | |
mesh.SetTriangles(combinedTris, 0); | |
results.Add(mesh); | |
combinedVerts.Clear(); | |
combinedTris.Clear(); | |
} | |
//offset the triangle indicies based on how many other meshes have already been added to the batch | |
for (int j = 0; j < tris.Length; j++) { | |
tris[j] += combinedVerts.Count; | |
} | |
//add the new verts and tris | |
combinedVerts.AddRange(verts); | |
combinedTris.AddRange(tris); | |
} | |
//make a mesh from the remaining data | |
Mesh lastMesh = new Mesh(); | |
lastMesh.SetVertices(combinedVerts); | |
lastMesh.SetTriangles(combinedTris, 0); | |
results.Add(lastMesh); | |
return results; | |
} | |
/// <summary> | |
/// save each mesh as a .asset | |
/// </summary> | |
/// <param name="meshes"></param> | |
void SaveResults(List<Mesh> meshes) { | |
for (int i = 0; i < meshes.Count; i++) { | |
AssetDatabase.CreateAsset(meshes[i], "Assets/combinedMesh_" + i.ToString() + ".asset"); | |
} | |
AssetDatabase.SaveAssets(); | |
} | |
} |
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