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Unity中动态切换光照贴图的方法

2025/2/27 5:55:49 来源:https://blog.csdn.net/qq_34755938/article/details/145846877  浏览:    关键词:Unity中动态切换光照贴图的方法

关键代码:LightmapSettings.lightmaps = lightmapDatas;

LightmapData中操作三张图:lightmapColor,lightmapDir,以及一张ShadowMap

这里只操作前两张:

using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;public class LightingSwitchBtn : MonoBehaviour
{public bool IsTurnOn = false;// / 光照信息LightmapData[] lightmapDatas;/// 暗的时候的贴图public Texture2D[] lightmapDark;public Texture2D[] lightmapDarkDir;/// 亮的时候的贴图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;}}

更新光照贴图后,还需要更新天空球,这里以HDRP管线为例,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")] /// 亮的时候的贴图public Texture2D[] lightmapLightDir;public Texture2D[] lightmapLight;[Header("下午")]  /// 暗的时候的贴图public Texture2D[] lightmapDarkDir;public Texture2D[] lightmapDark;[Header("晚上")]/// 晚上的贴图public Texture2D[] lightmapNightDir;public Texture2D[] lightmapNight;[Header("天空")]public Texture SkyAM;public Texture SkyPM;public Texture SkyNight;[Header("Volume组件")]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//天空切换void Awake(){VolumeProfile volumeProfile = myVolume.profile;volumeProfile.TryGet<HDRISky>(out hdriSky);mySkyTex = hdriSky.hdriSky.value;}//光照贴图切换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;}}

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