{"id":1025,"date":"2025-07-28T21:22:08","date_gmt":"2025-07-28T13:22:08","guid":{"rendered":"http:\/\/meecarlo.com\/?p=1025"},"modified":"2026-06-25T23:27:27","modified_gmt":"2026-06-25T15:27:27","slug":"unity%e5%a4%a7%e4%b8%96%e7%95%8clightmap%e5%a4%84%e7%90%86","status":"publish","type":"post","link":"https:\/\/meecarlo.com\/old\/2025\/07\/28\/unity%e5%a4%a7%e4%b8%96%e7%95%8clightmap%e5%a4%84%e7%90%86\/","title":{"rendered":"Unity\u5927\u4e16\u754cLightMap\u5904\u7406"},"content":{"rendered":"\n<p><br>\u5728Unity\u4e2d\uff0c\u70d8\u7119LightMap\u91c7\u7528\u7684\u662f\u4e00\u4e2a\u573a\u666f\u70d8\u7119\u4e00\u7ec4LightMap\u3002\u800c\u5bf9\u4e8e\u5927\u4e16\u754c\u573a\u666f\u6765\u8bf4\uff0c\u6ca1\u529e\u6cd5\u628a\u4e16\u754c\u4e0a\u6240\u6709\u7684\u7269\u4f53\u5728\u540c\u4e00\u573a\u666f\u4e0b\u70d8\u7119\u3002Unity\u63d0\u4f9b\u7684\u89e3\u51b3\u529e\u6cd5\u662f\u901a\u8fc7SubScene\u6765\u89e3\u51b3\uff0c\u5c31\u662f\u5206\u573a\u666f\u70d8\u7119\uff0c\u7136\u540e\u518d\u901a\u8fc7\u52a0\u8f7d\u5378\u8f7dScene\u7684\u65b9\u5f0f\u6765\u5b9e\u73b0\u3002\u4f46\u6709\u65f6\u5019\u6709\u8fd9\u6837\u7684\u9700\u6c42\uff0c\u540c\u4e00\u7ec4\u5ba4\u5185\u573a\u666f\u53ef\u80fd\u5728\u591a\u4e2a\u5730\u65b9\u5b58\u5728\uff0c\u7f8e\u672f\u5e0c\u671b\u70d8\u7119\u597d\u4e00\u7ec4\u7269\u4f53\uff0c\u80fd\u590d\u5236\u5230\u5404\u4e2a\u5730\u65b9\uff0c\u5e76\u4e14\u80fd\u5f88\u597d\u5730\u9884\u89c8\uff0c\u8fd9\u6837\u4f7f\u7528SubScene\u6765\u8bf4\u5c31\u6bd4\u8f83\u9ebb\u70e6\u4e86\u3002<\/p>\n\n\n\n<p>\u5148\u8bf4\u4e00\u4e0b unity\u7684LightMap\u673a\u5236\uff0c\u70d8\u7119\u5206\u4e3a\u52a8\u6001\u7269\u4f53\u548c\u9759\u6001\u7269\u4f53\uff0c\u52a8\u6001\u7269\u4f53\u8d70\u7684\u662fGI\uff0c\u901a\u8fc7\u73af\u5883\u5149\uff0cLightProb\u7b49\u8fd9\u4e9b\u7b97\u51fa\u4e09\u7ef4\u5149\u7167\u6570\u636e\uff0c\u7136\u540e\u8ba1\u7b97\u52a8\u6001\u7269\u4f53\u7684\u7403\u8c10\u5149\u7167\u3002\u5bf9\u4e8e\u9759\u6001\u7269\u4f53\u6765\u8bf4\u5c31\u4f1a\u70d8\u7119\u6210 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class=\"brush: csharp; title: ; notranslate\" title=\"\">\npublic class CustomLightMapDataMap : ScriptableObject\n{\n    public MeshLightmapData[] LightMapDatas = null;\n}\n[Serializable]\npublic struct CustomLightmapData\n{\n    \/\/\/ &lt;summary&gt;\n    \/\/\/ The color for lightmap.\n    \/\/\/ &lt;\/summary&gt;\n    public Texture2D LightmapColor;\n\n    \/\/\/ &lt;summary&gt;\n    \/\/\/ The dir for lightmap.\n    \/\/\/ &lt;\/summary&gt;\n    public Texture2D LightmapDir;\n\n    \/\/\/ &lt;summary&gt;\n    \/\/\/ The shadowmask for lightmap.\n    \/\/\/ &lt;\/summary&gt;\n    public Texture2D ShadowMask;\n\n    \/\/\/ &lt;summary&gt;\n    \/\/\/ Initializes a new instance of the &lt;see cref=&quot;CustomLightmapData&quot;\/&gt; struct.\n    \/\/\/ &lt;\/summary&gt;\n    \/\/\/ &lt;param name=&quot;data&quot;&gt;lightmapdata.&lt;\/param&gt;\n    public CustomLightmapData(LightmapData data)\n    {\n        this.LightmapColor = data.lightmapColor;\n        this.LightmapDir = data.lightmapDir;\n        this.ShadowMask = data.shadowMask;\n    }\n\n    public bool IsA(LightmapData data)\n    {\n        return this.LightmapColor == data.lightmapColor &amp;amp;&amp;amp;\n        this.LightmapDir == data.lightmapDir &amp;amp;&amp;amp;\n        this.ShadowMask == data.shadowMask;\n    }\n\n    public LightmapData GetLightmapData()\n    {\n        LightmapData data = new LightmapData();\n        data.lightmapColor = this.LightmapColor;\n        data.lightmapDir = this.LightmapDir;\n        data.shadowMask = this.ShadowMask;\n        return data;\n    }\n}\n\n[Serializable]\npublic struct MeshLightmapData\n{\n    public Vector4 LightmapScaleOffset;\n\n    public CustomLightmapData LightmapData;\n}\n<\/pre>\n\n\n<p>\u7136\u540e\u518d\u5728\u7f16\u8f91\u5668\u4e0a\u5f04\u4e00\u4e2a\u83dc\u5355\uff0c\u9009\u4e2d\u7269\u4f53\u5c31\u80fd\u81ea\u52a8\u5e72\u8fd9\u4ef6\u4e8b\u60c5\u3002<\/p>\n\n\n<pre class=\"brush: csharp; title: ; notranslate\" title=\"\">\n[MenuItem(&quot;Window\/LightMapGenerate&quot;)]\n    private static void Generated()\n    {\n        string outputPath = &quot;Assets\/LightMapPrefab&quot;;\n        var lightmapPath = GetLightMapPath();\n        if (!string.IsNullOrEmpty(lightmapPath))\n        {\n            outputPath = Path.GetDirectoryName(lightmapPath);\n        }\n\n        GameObject obj = Selection.activeGameObject;\n        if (obj == null)\n        {\n            return;\n        }\n\n        var dataMap = (CustomLightMapDataMap)ScriptableObject.CreateInstance(typeof(CustomLightMapDataMap));\n        var renders = obj.GetComponentsInChildren&lt;MeshRenderer&gt;();\n        List&lt;MeshLightmapData&gt; datas = new List&lt;MeshLightmapData&gt;();\n        var lightmaps = LightmapSettings.lightmaps;\n        foreach (var render in renders)\n        {\n            if (render.lightmapIndex &lt; 0 || render.lightmapIndex &gt;= lightmaps.Length)\n            {\n                Debug.LogError(&quot;lightmap error:&quot; + render.gameObject.name);\n                return;\n            }\n            var data = new MeshLightmapData()\n            {\n                LightmapScaleOffset = render.lightmapScaleOffset,\n                LightmapData = new CustomLightmapData(lightmaps[render.lightmapIndex]),\n            };\n            datas.Add(data);\n        }\n\n        dataMap.LightMapDatas = datas.ToArray();\n        var loader = obj.GetComponent&lt;LightMapDataLoader&gt;();\n        if (loader == null)\n        {\n            loader = obj.AddComponent&lt;LightMapDataLoader&gt;();\n        }\n\n        outputPath = Path.Combine(outputPath, obj.name + &quot;.asset&quot;);\n        AssetDatabase.CreateAsset(dataMap, outputPath);\n        AssetDatabase.SaveAssets();\n        loader.Asset = AssetDatabase.LoadAssetAtPath&lt;CustomLightMapDataMap&gt;(outputPath);\n    }\n\n    private static string GetLightMapPath()\n    {\n        var lightmaps = LightmapSettings.lightmaps;\n        if (lightmaps.Length == 0)\n        {\n            return string.Empty;\n        }\n\n        return AssetDatabase.GetAssetPath(lightmaps[0].lightmapColor);\n    }\n<\/pre>\n\n\n<p>\u6570\u636e\u4fdd\u5b58\u597d\u4e86\uff0c\u6211\u4eec\u53ea\u9700\u8981\u52a0\u8f7d\u5c31\u597d\u4e86\u3002\u52a0\u8f7d\u9664\u4e86\u8981\u52a0\u8f7dMeshRender\u4e0a\u7684\u6570\u636e\uff0c\u8fd8\u8981\u8bbe\u7f6e\u597d\u573a\u666f\u7684LightMap\u3002\u8fd9\u91cc\u8fd8\u6709\u4e2a\u7279\u522b\u91cd\u8981\u7684\u95ee\u9898\u5c31\u662f\u5378\u8f7d\uff0c\u5728\u7269\u4f53\u9500\u6bc1\u65f6\uff0c\u6211\u4eec\u8981\u5904\u7406\u573a\u666f\u7684lightmap\uff0c\u8fd9\u91cc\u9700\u8981\u901a\u8fc7\u4e00\u4e2a\u8ba1\u6570\u5668\u53bb\u5e72\u8fd9\u4ef6\u4e8b\u60c5\uff0c\u5f53\u5f15\u7528\u8ba1\u6570\u4e3a0\u4e86\uff0c\u6211\u4eec\u5c31\u53bb\u6e05\u7406lightmap\u8d34\u56fe\u6570\u636e\u3002<\/p>\n\n\n<pre class=\"brush: plain; title: ; notranslate\" title=\"\">\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\n\n[ExecuteInEditMode]\npublic class LightMapDataLoader : MonoBehaviour\n{\n    private static Dictionary&lt;CustomLightmapData, int&gt; lightmapDataRefenceCount = new Dictionary&lt;CustomLightmapData, int&gt;();\n\n    [SerializeField]\n    private CustomLightMapDataMap asset;\n\n    private HashSet&lt;CustomLightmapData&gt; lightmapDatas = new HashSet&lt;CustomLightmapData&gt;();\n\n    public CustomLightMapDataMap Asset\n    {\n        get { return this.asset; }\n        set { this.asset = value; }\n    }\n\n    public static void Clear()\n    {\n        lightmapDataRefenceCount.Clear();\n    }\n\n    \/\/ Start is called before the first frame update\n    private void Awake()\n    {\n        if (this.asset != null)\n        {\n            var lightmaps = LightmapSettings.lightmaps;\n            var renders = this.GetComponentsInChildren&lt;MeshRenderer&gt;();\n            var datas = this.asset.LightMapDatas;\n            if (datas.Length != renders.Length)\n            {\n                return;\n            }\n\n            List&lt;LightmapData&gt; lightmapList = new List&lt;LightmapData&gt;(lightmaps);\n            for (int i = 0; i &lt; datas.Length; i++)\n            {\n                var lightMapIndex = -1;\n                var nullIndex = -1;\n                LightmapData currentData = null;\n                for (int j = lightmapList.Count - 1; j &gt;= 0; j--)\n                {\n                    var lightmap = lightmapList[j];\n                    if (datas[i].LightmapData.IsA(lightmap))\n                    {\n                        lightMapIndex = j;\n                        currentData = lightmap;\n                    }\n\n                    if (lightmap.lightmapColor == null &amp;amp;&amp;amp;\n                        lightmap.lightmapDir == null &amp;amp;&amp;amp;\n                        lightmap.shadowMask == null)\n                    {\n                        nullIndex = j;\n                    }\n                }\n\n                if (lightMapIndex == -1)\n                {\n                    currentData = datas[i].LightmapData.GetLightmapData();\n                    if (nullIndex == -1)\n                    {\n                        lightmapList.Add(currentData);\n                        lightMapIndex = lightmapList.Count - 1;\n                    }\n                    else\n                    {\n                        lightmapList[nullIndex] = currentData;\n                        lightMapIndex = nullIndex;\n                    }\n                }\n\n                this.lightmapDatas.Add(datas[i].LightmapData);\n                renders[i].lightmapIndex = lightMapIndex;\n                renders[i].lightmapScaleOffset = datas[i].LightmapScaleOffset;\n            }\n\n            foreach (var data in this.lightmapDatas)\n            {\n                if (!lightmapDataRefenceCount.TryGetValue(data, out var count))\n                {\n                    count = 0;\n                }\n                else\n                {\n                    lightmapDataRefenceCount.Remove(data);\n                }\n\n                count++;\n                lightmapDataRefenceCount.Add(data, count);\n            }\n\n            LightmapSettings.lightmaps = lightmapList.ToArray();\n        }\n    }\n\n    private void OnDestroy()\n    {\n        foreach (var data in this.lightmapDatas)\n        {\n            if (lightmapDataRefenceCount.TryGetValue(data, out var count))\n            {\n                count--;\n                lightmapDataRefenceCount.Remove(data);\n                if (count == 0)\n                {\n                    var lightmaps = LightmapSettings.lightmaps;\n                    for (int i = 0; i &lt; lightmaps.Length; i++)\n                    {\n                        if (data.IsA(lightmaps[i]))\n                        {\n                            lightmaps[i].lightmapColor = null;\n                            lightmaps[i].lightmapDir = null;\n                            lightmaps[i].shadowMask = null;\n                        }\n                    }\n\n                    LightmapSettings.lightmaps = lightmaps;\n                }\n                else\n                {\n                    lightmapDataRefenceCount.Add(data, count);\n                }\n            }\n        }\n    }\n}\n<\/pre>\n\n\n<p>\u505a\u597d\u8fd9\u4e9b\u4e8b\u60c5\u4e4b\u540e\uff0c\u6211\u4eec\u5c31\u53ef\u4ee5\u5728\u573a\u666f\u4e2d\u70d8\u7119\u4e00\u7ec4\u7269\u4f53\uff0c\u7136\u540e\u9009\u4e2dRoot\uff0c\u70b9\u51fbWindow\/LightMapGenerate\uff0c\u4f1a\u5e2e\u4f60\u7ec4\u7ec7\u597d\u6570\u636e\uff0c\u6302\u597d\u811a\u672c\u3002\u4f60\u53ef\u4ee5\u628a\u8fd9\u4e2a\u7269\u4f53\u590d\u5236\u5230\u4efb\u4f55\u5730\u65b9\u90fd\u662f\u663e\u793a\u6b63\u786e\uff0c\u4e5f\u53ef\u4ee5\u4fdd\u5b58\u6210prefab\u901a\u8fc7\u7a0b\u5e8f\u52a0\u8f7d\u548c\u9500\u6bc1\u3002<\/p>\n\n\n<h2>\u5206\u533a\u57df\u70d8\u7119\u65f6\u4ea4\u754c\u5904\u7684\u9634\u5f71\u5904\u7406<\/h2>\n\n<p>\u5206\u533a\u57df\u70d8\u7119 LightMap \u65f6\uff0c\u4ea4\u754c\u5904\u6700\u5bb9\u6613\u51fa\u73b0\u7684\u95ee\u9898\u662f\u9634\u5f71\u65ad\u5f00\u3001\u6f0f\u5149\u3001\u95f4\u63a5\u5149\u989c\u8272\u4e0d\u8fde\u7eed\u3002\u8fd9\u4e2a\u95ee\u9898\u7684\u6838\u5fc3\u4e0d\u5728\u4e8e\u8fd0\u884c\u65f6\u600e\u4e48\u52a0\u8f7d\uff0c\u800c\u5728\u4e8e\u70d8\u7119\u65f6\u5982\u679c\u53ea\u628a\u5f53\u524d\u533a\u57df\u5f53\u6210\u4e00\u4e2a\u5b64\u5c9b\uff0c\u9694\u58c1\u533a\u57df\u7684\u906e\u6321\u7269\u3001\u706f\u5149\u548c GI bounce \u90fd\u6ca1\u6709\u53c2\u4e0e\u8ba1\u7b97\uff0c\u90a3\u4e48\u5f53\u524d\u533a\u57df\u8fb9\u7f18\u81ea\u7136\u5c31\u62ff\u4e0d\u5230\u6b63\u786e\u7684\u9634\u5f71\u548c\u95f4\u63a5\u5149\u3002<\/p>\n\n<p>\u6211\u7684\u5904\u7406\u539f\u5219\u662f\uff1a<strong>\u533a\u57df\u53ef\u4ee5\u5206\u5f00\u4fdd\u5b58\uff0c\u4f46\u70d8\u7119\u65f6\u4e0d\u80fd\u5206\u5f00\u770b\u3002<\/strong>\u4e5f\u5c31\u662f\u8bf4\uff0c\u6bcf\u4e2a\u533a\u57df\u70d8\u7119\u65f6\u90fd\u8981\u5e26\u4e0a\u5468\u56f4\u533a\u57df\u4f5c\u4e3a\u4e0a\u4e0b\u6587\uff0c\u4f46\u6700\u7ec8\u53ea\u5bfc\u51fa\u5f53\u524d\u533a\u57df\u81ea\u5df1\u7684 LightMap \u7ed1\u5b9a\u6570\u636e\u3002<\/p>\n\n<pre><code>Bake Chunk_A:\nTarget  : Chunk_A\nContext : Chunk_A \u5468\u56f4\u4e00\u5708\u6216\u591a\u5708\u90bb\u533a\nCompute : Target + Context \u4e00\u8d77\u53c2\u4e0e\u9634\u5f71\u3001\u906e\u6321\u548c GI\nExport  : \u53ea\u4fdd\u5b58 Chunk_A \u7684 Renderer \u6620\u5c04\u3001LightMap Index\u3001Scale Offset \u548c\u88ab\u5f15\u7528\u7684\u8d34\u56fe\nRuntime : \u53ea\u52a0\u8f7d Chunk_A \u81ea\u5df1\u7684 LightMap \u6570\u636e<\/code><\/pre>\n\n<p>\u5177\u4f53\u53ef\u4ee5\u62c6\u6210\u51e0\u4e2a\u6b65\u9aa4\uff1a<\/p>\n\n<ol>\n<li><strong>\u70d8\u7119\u65f6\u52a0\u8f7d\u90bb\u533a\u4e0a\u4e0b\u6587\u3002<\/strong>\u4f8b\u5982\u70d8 A \u533a\u65f6\uff0c\u4e0d\u53ea\u52a0\u8f7d A \u533a\uff0c\u8fd8\u52a0\u8f7d\u5468\u56f4 8 \u4e2a Chunk\uff0c\u90bb\u533a\u51e0\u4f55\u548c\u706f\u5149\u53ea\u4f5c\u4e3a shadow caster \/ GI contributor \u53c2\u4e0e\u8ba1\u7b97\u3002\u5bfc\u51fa\u9636\u6bb5\u53ea\u91c7\u96c6 A \u533a Renderer \u7684 lightmapIndex\u3001lightmapScaleOffset \u548c\u5b83\u5b9e\u9645\u5f15\u7528\u5230\u7684 LightMap \u8d34\u56fe\u3002<\/li>\n<li><strong>\u7ed9\u533a\u57df\u8fb9\u754c\u7559 overlap \u6216 guard 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