在系列一中,我们已经知道了问题所在,一个是优化后我们模型位置改变了,另一个是如果是不同的材质的物体一起优化的时候,不同的材质的对象会消失掉,我们在系列二中主要是解决这两个问题:
接下来我们改进的思路是查找所有的MeshFilter,同时我们根据不同的材质对我们需要优化的对象进行分离。这就需要我们定义两个链表:
ArrayList materials = new ArrayList();
ArrayList combineInstanceArrays = new ArrayList();
下面我们开始遍历我们需要优化对象的MeshFilter和MeshRenderer,因为材质是与MeshRenderder相关联的代码如下:
foreach (GameObject obj in Objects)
{
if (!obj)
continue;
MeshFilter[] meshFilters = obj.GetComponentsInChildren<MeshFilter>();
foreach (MeshFilter meshFilter in meshFilters)
{
MeshRenderer meshRenderer = meshFilter.GetComponent<MeshRenderer>();
if (!meshRenderer)
{
Debug.LogError("MeshFilter does not have a coresponding MeshRenderer.");
continue;
}
if (meshRenderer.materials.Length != meshFilter.sharedMesh.subMeshCount)
{
Debug.LogError("Mismatch between material count and submesh count. Is this the correct MeshRenderer?");
continue;
}
for (int s = 0; s < meshFilter.sharedMesh.subMeshCount; s++)
{
int materialArrayIndex = 0;
for (materialArrayIndex = 0; materialArrayIndex < materials.Count; materialArrayIndex++)
{
if (materials[materialArrayIndex] == meshRenderer.sharedMaterials[s])
break;
}
if (materialArrayIndex == materials.Count)
{
materials.Add(meshRenderer.sharedMaterials[s]);
combineInstanceArrays.Add(new ArrayList());
}
CombineInstance combineInstance = new CombineInstance();
combineInstance.transform = meshRenderer.transform.localToWorldMatrix;
combineInstance.subMeshIndex = s;
combineInstance.mesh = meshFilter.sharedMesh;
(combineInstanceArrays[materialArrayIndex] as ArrayList).Add(combineInstance);
}
}
}
下面是针对MeshFilter的处理代码:
{
MeshFilter meshFilterCombine = gameObject.GetComponent<MeshFilter>();
if (!meshFilterCombine)
meshFilterCombine = gameObject.AddComponent<MeshFilter>();
Mesh[] meshes = new Mesh[materials.Count];
CombineInstance[] combineInstances = new CombineInstance[materials.Count];
for (int m = 0; m < materials.Count; m++)
{
CombineInstance[] combineInstanceArray = (combineInstanceArrays[m] as ArrayList).ToArray(typeof(CombineInstance)) as CombineInstance[];
meshes[m] = new Mesh();
meshes[m].CombineMeshes(combineInstanceArray, true, true);
combineInstances[m] = new CombineInstance();
combineInstances[m].mesh = meshes[m];
combineInstances[m].subMeshIndex = 0;
}
meshFilterCombine.sharedMesh = new Mesh();
meshFilterCombine.sharedMesh.CombineMeshes(combineInstances, false, false);
foreach (Mesh mesh in meshes)
{
mesh.Clear();
DestroyImmediate(mesh);
}
}
将其组合成一个Mesh,接下来也是最后一步创建Mesh Renderer并将材质赋值给它
{
MeshRenderer meshRendererCombine = gameObject.GetComponent<MeshRenderer>();
if (!meshRendererCombine)
meshRendererCombine = gameObject.AddComponent<MeshRenderer>();
Material[] materialsArray = materials.ToArray(typeof(Material)) as Material[];
meshRendererCombine.materials = materialsArray;
}
}
下面我们看一下优化前后有啥变化,首先我们用四个Cube和一个Sphere,三种材质。效果图如下:
下面我们将我们优化的图展示一下:
对比上图我们可以看到Saved by batching减少了,Used Textures 较少了,Render Textures使用的纹理大小也较少了,虽然相对来说Draw Call增加了,但是由于Render Textures少了,我们的优化效果达到了,而且位置也没变,多种材质也没问题了,但是还有个问题,就是我们的Cube有三个是相同的,但是我们看其材质的效果图:
相同的材质写了三次,这说明我们的程序还需要继续去优化,以上代码只要将其组合在一起就可以使用了,我们将在讲台优化系列三中继续优化我们的优化程序。
亿速云「云服务器」,即开即用、新一代英特尔至强铂金CPU、三副本存储NVMe SSD云盘,价格低至29元/月。点击查看>>
免责声明:本站发布的内容(图片、视频和文字)以原创、转载和分享为主,文章观点不代表本网站立场,如果涉及侵权请联系站长邮箱:is@yisu.com进行举报,并提供相关证据,一经查实,将立刻删除涉嫌侵权内容。