172 lines
6.3 KiB
C#
172 lines
6.3 KiB
C#
#region License
|
|
/*
|
|
MIT License
|
|
|
|
Copyright(c) 2019 Mattias Edlund
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in all
|
|
copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
SOFTWARE.
|
|
*/
|
|
#endregion
|
|
|
|
using UnityEngine;
|
|
|
|
namespace UnityMeshSimplifier
|
|
{
|
|
/// <summary>
|
|
/// A LOD (level of detail) generator helper.
|
|
/// </summary>
|
|
[AddComponentMenu("Rendering/LOD Generator Helper")]
|
|
public sealed class LODGeneratorHelper : MonoBehaviour
|
|
{
|
|
#region Fields
|
|
[SerializeField, Tooltip("The fade mode used by the created LOD group.")]
|
|
private LODFadeMode fadeMode = LODFadeMode.None;
|
|
[SerializeField, Tooltip("If the cross-fading should be animated by time.")]
|
|
private bool animateCrossFading = false;
|
|
|
|
[SerializeField, Tooltip("If the renderers under this game object and any children should be automatically collected.")]
|
|
private bool autoCollectRenderers = true;
|
|
|
|
[SerializeField, Tooltip("The simplification options.")]
|
|
private SimplificationOptions simplificationOptions = SimplificationOptions.Default;
|
|
|
|
[SerializeField, Tooltip("The path within the project to save the generated assets. Leave this empty to use the default path.")]
|
|
private string saveAssetsPath = string.Empty;
|
|
|
|
[SerializeField, Tooltip("The LOD levels.")]
|
|
private LODLevel[] levels = null;
|
|
|
|
[SerializeField]
|
|
private bool isGenerated = false;
|
|
#endregion
|
|
|
|
#region Properties
|
|
/// <summary>
|
|
/// Gets or sets the fade mode used by the created LOD group.
|
|
/// </summary>
|
|
public LODFadeMode FadeMode
|
|
{
|
|
get { return fadeMode; }
|
|
set { fadeMode = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets or sets if the cross-fading should be animated by time. The animation duration
|
|
/// is specified globally as crossFadeAnimationDuration.
|
|
/// </summary>
|
|
public bool AnimateCrossFading
|
|
{
|
|
get { return animateCrossFading; }
|
|
set { animateCrossFading = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets or sets if the renderers under this game object and any children should be automatically collected.
|
|
/// </summary>
|
|
public bool AutoCollectRenderers
|
|
{
|
|
get { return autoCollectRenderers; }
|
|
set { autoCollectRenderers = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets or sets the simplification options.
|
|
/// </summary>
|
|
public SimplificationOptions SimplificationOptions
|
|
{
|
|
get { return simplificationOptions; }
|
|
set { simplificationOptions = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets or sets the path within the project to save the generated assets.
|
|
/// Leave this empty to use the default path.
|
|
/// </summary>
|
|
public string SaveAssetsPath
|
|
{
|
|
get { return saveAssetsPath; }
|
|
set { saveAssetsPath = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets or sets the LOD levels for this generator.
|
|
/// </summary>
|
|
public LODLevel[] Levels
|
|
{
|
|
get { return levels; }
|
|
set { levels = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets if the LODs have been generated.
|
|
/// </summary>
|
|
public bool IsGenerated
|
|
{
|
|
get { return isGenerated; }
|
|
}
|
|
#endregion
|
|
|
|
#region Unity Events
|
|
private void Reset()
|
|
{
|
|
fadeMode = LODFadeMode.None;
|
|
animateCrossFading = false;
|
|
autoCollectRenderers = true;
|
|
simplificationOptions = SimplificationOptions.Default;
|
|
|
|
levels = new LODLevel[]
|
|
{
|
|
new LODLevel(0.5f, 1f)
|
|
{
|
|
CombineMeshes = false,
|
|
CombineSubMeshes = false,
|
|
SkinQuality = SkinQuality.Auto,
|
|
ShadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On,
|
|
ReceiveShadows = true,
|
|
SkinnedMotionVectors = true,
|
|
LightProbeUsage = UnityEngine.Rendering.LightProbeUsage.BlendProbes,
|
|
ReflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.BlendProbes,
|
|
},
|
|
new LODLevel(0.17f, 0.65f)
|
|
{
|
|
CombineMeshes = true,
|
|
CombineSubMeshes = false,
|
|
SkinQuality = SkinQuality.Auto,
|
|
ShadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On,
|
|
ReceiveShadows = true,
|
|
SkinnedMotionVectors = true,
|
|
LightProbeUsage = UnityEngine.Rendering.LightProbeUsage.BlendProbes,
|
|
ReflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Simple
|
|
},
|
|
new LODLevel(0.02f, 0.4225f)
|
|
{
|
|
CombineMeshes = true,
|
|
CombineSubMeshes = true,
|
|
SkinQuality = SkinQuality.Bone2,
|
|
ShadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off,
|
|
ReceiveShadows = false,
|
|
SkinnedMotionVectors = false,
|
|
LightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off,
|
|
ReflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off
|
|
}
|
|
};
|
|
}
|
|
#endregion
|
|
}
|
|
} |