Runtime Mesh Baker v1.1.2 釋出了
阿新 • • 發佈:2019-02-15
Introduction:
Help you to combine meshes 、 materials and textures to reduce draw calls at runtime!
Got less draw calls than static and dynamic batching.
Got more resource saving than non-runtime baking.
- Support merging skinned-meshes of same material
- Very simple to use, learn in 1 minutes
- Works with any material and shader
- The most effective solution of combination
- Automaticly chek and configure the shaders
- Runtime combine quickly
- Runtime auto garbage recyling.
- Undo Supported, friendly UIs.
Version Changes:
Version 1.1.2 2017.9.18
- Support merging skinned-meshes of same material
Version 1.1.1 2017.9.10
- support add baking script at runtime
- support the merging of multiple sub-meshes and multiple materials
Download URL:
Usage:
Get your GameObjects ready for baking, just put them into one tree nodes, all GameObjects have the same top parent.
Select the top parent,then select the menu “Window/Rumtime Mesh Baker/Add MildBaker” or “Window/Rumtime Mesh Baker/Add DeepBaker”.
At runtime,you can do it in you code:gameObject.AddComponent<BAT_DeepBaker>(); //or gameObject.AddComponent<BAT_MildBaker>();
It’s ok. let’s run it. Auto baking would be excuted.
Mild Baking of meshes:
- Auto Bake: wheter do baking automatically
- ClearSetting: after baking, it would do some clearing operation.
Deep Baking of meshes:
- Auto Bake: wheter do baking automatically
- ClearSetting: after baking, it would do some clearing operation.
- Refresh button: refresh the configurations of baking.
- Shader: the group basis of meshes is the shader.
- Materials: materials use the same shader.
- UV configure- max texture size: max texture size could be when baking.
- UV configure- texture items: list all texture varient names of current shader to combine.you don’t need to modify the items by default.
- References: list all the textures referenced. If any red item is shown,you can fix them by the “Fix troubles” button on the bottom.
Mild Baking of skinned-meshes:
- Auto Bake: wheter do baking automatically
- ClearSetting: after baking, it would do some clearing operation.
It does the same work with Mild Baking,but for skinned-meshes.
Baking Process:
- Search the target gameobject, check all MeshFilters and MeshRenderers.
- Find out all meshes and materials, and seperate the meshes into diffrent groups by materials(Mild Baking) or Shaders(Deep Baking) .
- Deep baking need to combine textures and generate new material.Mild baking will just use the original material.
- Create a new baking node and start mesh baking by groups,if group’s mesh vertex count is overflow, then bake to new one mesh.
- Set the MeshFilters by new created mesh,and set MeshRenderers by the material of current group.
- Do clearing,it would remove the original MeshFilters and MeshRenderers by default.
Diffrence of 3 baking method:
Basis | Texture Combination | Mesh Combination | Draw calls | Multiple SubMesh |
---|---|---|---|---|
Mild | material | not needed | needed | less |
Deep | shader | needed | needed | least |
Skinned | material | not needed | needed | less |
Troubleshooting
If Baking error eccours,check these items:
- Make sure your Game Objects are not set static flags when deep baking.
- The texutes should be readable and set the right format when deep baking.You can fix this by “Fix troubles” button.
- If your material has set Tiling parameters(not 1), then the material can’t not do deep baking.You could seperate these GameObject out of the baking tree.
- If you are using the BAT_SkinnedMeshBaker, be aware with the transformation of original skinned-mesh componenet, the must be set to zero scalation、translation and rotation to its Animation or Animator,if don’t, you may get bad ragdolls.
Future Version
- to support skinned meshes
- to deal with tiling textures
- to support lightmapping