Unity : 2020.3.37f1
Pipeline : BRP
(好久没搬砖了,偶尔健身一下,顺便将这些无技术含量的内容,记到 blog,不要记在脑子)
最近给项目做优化的过程中
发现 BRP 管线下的 Shadow Resolution 只能在 Project Settings/Quality/Shadow Resolution 去设置
而且发现
Shadow Resolution 的一些枚举为:
但是如果想要设置更小的 shadow resolution 的话,这步就没辙了?
还好我去公司中台请教了 TA 专家,他说 BRP 中一样是可以设置的
// jave.lin 2023/03/06 custom shadow resolution
// refer to : https://docs.unity3d.com/Manual/shadow-mapping.htmlusing UnityEngine;public enum eCustomShadowResolution
{UsingQualitySettings = 0,Low = 128,Medium = 256,High = 512,VeryHigh = 1024,
}[ExecuteInEditMode]
public class LightCustomShadowResolution : MonoBehaviour
{public bool runInUpdate = true;public eCustomShadowResolution shadowSize = eCustomShadowResolution.High;private Light lightComp;private void Update(){if (runInUpdate){if (lightComp == null){lightComp = GetComponent();}if (lightComp == null){return;}lightComp.shadowCustomResolution = (int)shadowSize;}}
}
Light.shadowCustomResolution = val
val
不等于 0 的话,就是自定义设置,这个 val
会自动 mostest NPOT == Mostest Next Power Of Towval
等于 0 的话,就是使用 Quality Settings 的全局配置只需要编写工具,批量对项目中的 Scene、Prefab,遍历其下所有 Light 的 GameObject 添加 改组件即可
// jave.lin 2023/03/06 control light shadow resolution, [attach to light]using UnityEditor.SearchService;
using UnityEngine;
using War.Script;[ExecuteInEditMode]
public class ControlLightShadowResolution : MonoBehaviour
{public eLightShadowResolutionFollowQualitySetting followQualitySetting;public int shadowSize;#if UNITY_EDITORpublic bool runInUpdate = true;
#endifprivate Light lightComp;private void Start(){int level = UIInterface.GetCsharpEventCenterLevel();OnQualityLevelChanged(level);// TODO: xxx 修改为对应的时间名EventMgr.Instance.RemoveEvent("xxx", OnQualityLevelChanged);EventMgr.Instance.AddEvent("xxx", OnQualityLevelChanged);}private void OnDestroy(){// TODO: xxx 修改为对应的时间名EventMgr.Instance.RemoveEvent("xxx", OnQualityLevelChanged);}#if UNITY_EDITORprivate void Update(){if (runInUpdate){ApplyChanged();}}
#endifprivate void OnQualityLevelChanged(int lv){if (followQualitySetting == eLightShadowResolutionFollowQualitySetting.On){shadowSize = 0;}else{eQualityLevel level = (eQualityLevel)lv;switch (level){case eQualityLevel.VeryLow:shadowSize = (int)eLightCustomShadowResolutionSize.VeryLow;break;case eQualityLevel.Low:shadowSize = (int)eLightCustomShadowResolutionSize.Low;break;case eQualityLevel.Medium:shadowSize = (int)eLightCustomShadowResolutionSize.Medium;break;case eQualityLevel.High:shadowSize = (int)eLightCustomShadowResolutionSize.High;break;default:break;}}ApplyChanged();}private void ApplyChanged(){if (lightComp == null){lightComp = GetComponent();}if (lightComp == null){return;}lightComp.shadowCustomResolution = shadowSize;}
}
// 伪代码
var scene = EditorSceneManager.xxxByPath("xxx");
var roots = scene.GetxxxxRoots();
foreach (var root in roots)
{var lights = root.GetComponents();// 剩下的同下代码
}
public static void AddControlLightShadowResolution(){var lights = GameObject.FindObjectsOfType();foreach (var light in lights){if (light == null)continue;ControlLightShadowResolution comp = light.transform.GetComponent();if (light.lightmapBakeType == LightmapBakeType.Realtime){if (comp == null){light.gameObject.AddComponent();}}else{if (comp != null){if (Application.isPlaying)GameObject.Destroy(comp);elseGameObject.DestroyImmediate(comp);}}}}
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