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基于Github上Unity Custom Mipmap 工程
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; using System.Text.RegularExpressions; public class TestTextureIporter : AssetPostprocessor { bool m_isReadable; bool m_importing; bool ShouldImportAsset(string path) { string pattern = GetMipmapFilenamePattern(path); string mip1Path = string.Format(pattern, 1); return File.Exists(mip1Path); } string GetMipmapFilenamePattern(string path) { var filename = Path.GetFileName(path); var filenameWithoutExtention = Path.GetFileNameWithoutExtension(path); var extension = Path.GetExtension(path); var directoryName = Path.GetDirectoryName(path); return Path.Combine(directoryName, filenameWithoutExtention + ".mip{0}" + extension); } void OnPreprocessTexture() { string extension = Path.GetExtension(assetPath); string filenameWithoutExtention = Path.GetFileNameWithoutExtension(assetPath); var match = Regex.Match(filenameWithoutExtention, @".mip(\d)+$"); if(match.Success) { string filenameWithoutMip = filenameWithoutExtention.Substring(0, match.Index); string directoryName = Path.GetDirectoryName(assetPath); string mip0Path = Path.Combine(directoryName, filenameWithoutMip + extension); TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(mip0Path); if(importer != null) importer.SaveAndReimport(); } if (ShouldImportAsset(assetPath)) { m_importing = true; string pattern = GetMipmapFilenamePattern(assetPath); int m = 1; bool reimport = false; while(true) { string mipPath = string.Format(pattern, m); m++; TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(mipPath); if(importer != null) { if(!importer.mipmapEnabled || !importer.isReadable) { importer.mipmapEnabled = true; importer.isReadable = true; importer.SaveAndReimport(); reimport = true; } continue; } else { break; } } if(reimport) { m_importing = false; return; } TextureImporter textureImporter = (TextureImporter)assetImporter; m_isReadable = textureImporter.isReadable; textureImporter.isReadable = true; } } void OnPostprocessTexture(Texture2D texture) { if (m_importing) { string pattern = GetMipmapFilenamePattern(assetPath); for (int m = 0; m < texture.mipmapCount; m++) { var mipmapTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(string.Format(pattern, m)); if(mipmapTexture != null) { Color[] c = mipmapTexture.GetPixels(0); texture.SetPixels(c, m); } } texture.Apply(false, !m_isReadable); TextureImporter textureImporter = (TextureImporter)assetImporter; textureImporter.isReadable = m_isReadable; } } }
mipmap是为了处理在不同距离情况下,节约gpu计算资源的一种方法。在真实世界中,较远的物体反射到人眼睛中的光线占比越少,所需要的细节越少。因此在游戏中,我们不仅仅需要将远处的模型进行lod简化处理,还需要对贴图进行简化。这种处理方式就是mipmap
mipmap是预处理阶段处理,因此只计算一次,但是同时会占用一定的内存。是用空间换时间的一种方法。
如下图,
处理效果
上图中是mipmap自定义的效果。由近到远为0,1,2,3。
核心代码如下
void OnPostprocessTexture(Texture2D texture) { // 设置mipmap if (m_importing) { string pattern = GetMipmapFilenamePattern(assetPath); for (int m = 0; m < texture.mipmapCount; m++) { var mipmapTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(string.Format(pattern, m)); if(mipmapTexture != null) { Color[] c = mipmapTexture.GetPixels(0); // 通过setpixel来设置mipmap texture.SetPixels(c, m); } } texture.Apply(false, !m_isReadable); TextureImporter textureImporter = (TextureImporter)assetImporter; textureImporter.isReadable = m_isReadable; } }
在unity的回调函数OnPostprocessTexture中,通过setpixel来设置了贴图所对应的mipmap像素。由此设置完毕。
在窗口中,右上角为mipmap调节窗口,可以通过调整查看。
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