2021-04-07 02:00:00 +03:00

145 lines
5.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
public class GenerateLightProbes : MonoBehaviour
{
[MenuItem("Tools/Generate Light Probe Groups - Low Resolution")]
static void generateLow()
{
GameObject lightProbes;
List<Vector3> probeLocations = new List<Vector3>();
if(GameObject.Find("Light Probe Group") != null){
DestroyImmediate(GameObject.Find("Light Probe Group"));
}
lightProbes = new GameObject("Light Probe Group");
lightProbes.AddComponent<LightProbeGroup>();
lightProbes.GetComponent<LightProbeGroup>().probePositions = probeLocations.ToArray();
GameObject[] objectsInScene = UnityEngine.Object.FindObjectsOfType<GameObject>() ;
foreach(GameObject obj in objectsInScene)
{
if(obj.isStatic){
if(obj.GetComponent<Renderer>() != null){
probeLocations.Add( obj.GetComponent<Renderer>().bounds.max);
}
}
}
lightProbes.GetComponent<LightProbeGroup>().probePositions = probeLocations.ToArray();
}
[MenuItem("Tools/Generate Light Probe Groups - Medium Resolution")]
static void generateMedium()
{
GameObject lightProbes;
List<Vector3> probeLocations = new List<Vector3>();
if(GameObject.Find("Light Probe Group") != null){
DestroyImmediate(GameObject.Find("Light Probe Group"));
}
lightProbes = new GameObject("Light Probe Group");
lightProbes.AddComponent<LightProbeGroup>();
lightProbes.GetComponent<LightProbeGroup>().probePositions = probeLocations.ToArray();
GameObject[] objectsInScene = UnityEngine.Object.FindObjectsOfType<GameObject>() ;
foreach(GameObject obj in objectsInScene)
{
if (!obj.isStatic) continue;
if (obj.GetComponent<Renderer>() == null) continue;
probeLocations.Add( obj.GetComponent<Renderer>().bounds.max);
probeLocations.Add( obj.GetComponent<Renderer>().bounds.min);
}
lightProbes.GetComponent<LightProbeGroup>().probePositions = probeLocations.ToArray();
}
[MenuItem("Tools/Generate Light Probe Groups - High Resolution")]
static void generateHigh()
{
GameObject lightProbes;
List<Vector3> probeLocations = new List<Vector3>();
if(GameObject.Find("Light Probe Group") != null){
DestroyImmediate(GameObject.Find("Light Probe Group"));
}
lightProbes = new GameObject("Light Probe Group");
lightProbes.AddComponent<LightProbeGroup>();
lightProbes.GetComponent<LightProbeGroup>().probePositions = probeLocations.ToArray();
GameObject[] objectsInScene = UnityEngine.Object.FindObjectsOfType<GameObject>() ;
foreach(GameObject obj in objectsInScene)
{
if (!obj.isStatic) continue;
if (obj.GetComponent<Renderer>() == null) continue;
if (obj.name.ToLower().Contains("light") || obj.name.ToLower().Contains("lamp")) continue;
if (obj.GetComponent<Renderer>().lightProbeUsage == LightProbeUsage.Off) continue;
probeLocations.Add( obj.GetComponent<Renderer>().bounds.max);
probeLocations.Add( obj.GetComponent<Renderer>().bounds.min);
}
int boundProbes = probeLocations.Count *2;
for(var i = 0; i < boundProbes; i++)
{
probeLocations.Add(Vector3.Lerp(probeLocations[Random.Range(0,boundProbes/2)], probeLocations[Random.Range(0,boundProbes/2)], 0.5f));
}
lightProbes.GetComponent<LightProbeGroup>().probePositions = probeLocations.ToArray();
}
[MenuItem("Tools/Generate Light Probe Groups - Very High Resolution")]
static void generateVeryHigh()
{
GameObject lightProbes;
List<Vector3> probeLocations = new List<Vector3>();
if(GameObject.Find("Light Probe Group") != null){
DestroyImmediate(GameObject.Find("Light Probe Group"));
}
lightProbes = new GameObject("Light Probe Group");
lightProbes.AddComponent<LightProbeGroup>();
lightProbes.GetComponent<LightProbeGroup>().probePositions = probeLocations.ToArray();
GameObject[] objectsInScene = UnityEngine.Object.FindObjectsOfType<GameObject>() ;
foreach(GameObject obj in objectsInScene)
{
if (!obj.isStatic) continue;
if (obj.GetComponent<Renderer>() == null) continue;
if (obj.name.ToLower().Contains("light") || obj.name.ToLower().Contains("lamp")) continue;
if (obj.GetComponent<Renderer>().lightProbeUsage == LightProbeUsage.Off) continue;
probeLocations.Add( obj.GetComponent<Renderer>().bounds.max);
probeLocations.Add( obj.GetComponent<Renderer>().bounds.min);
}
int boundProbes = probeLocations.Count *4;
for(int i = 0; i < boundProbes; i++)
{
probeLocations.Add(Vector3.Lerp(probeLocations[Random.Range(0,boundProbes/4)], probeLocations[Random.Range(0,boundProbes/4)], 0.5f));
}
lightProbes.GetComponent<LightProbeGroup>().probePositions = probeLocations.ToArray();
}
}