WuhuIslandTesting/Library/PackageCache/com.stresslevelzero.static-batching@1.0.1/editor/ReplaceStaticBatching.cs

90 lines
2.4 KiB
C#
Raw Normal View History

2025-01-07 02:06:59 +01:00
using SLZ.CustomStaticBatching.Editor;
using SLZ.CustomStaticBatching;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace SLZ.CustomStaticBatching
{
public class ReplaceStaticBatching : IProcessSceneWithReport
{
public int callbackOrder { get { return 0; } }
public void OnProcessScene(UnityEngine.SceneManagement.Scene scene, BuildReport report)
{
Debug.Log("Running static batching for " + scene.name);
GameObject[] selection = scene.GetRootGameObjects();
List<MeshRenderer> renderers = new List<MeshRenderer>();
for (int i = 0; i < selection.Length; i++)
{
MeshRenderer[] mf2 = selection[i].GetComponentsInChildren<MeshRenderer>();
renderers.AddRange(mf2);
}
int numRenderers = renderers.Count;
int rendererIdx = 0;
ComputeShader transferVtxCompute = SBCombineMeshEditor.GetTransferVtxComputeShader();
SBCombineMeshList combiner = new SBCombineMeshList(transferVtxCompute);
combiner.FetchGlobalProjectSettings();
bool allow32bitIdxBatches = combiner.settings.allow32bitIdx;
List<MeshFilter> meshFilters = new List<MeshFilter>(numRenderers);
for (int i = 0; i < numRenderers; i++)
{
MeshRenderer mr = renderers[i];
GameObject go = mr.gameObject;
if (!GameObjectUtility.AreStaticEditorFlagsSet(go, StaticEditorFlags.BatchingStatic))
{
continue;
}
MeshFilter mf = go.GetComponent<MeshFilter>();
if (mf == null || mf.sharedMesh == null)
{
continue;
}
if (!allow32bitIdxBatches && mf.sharedMesh.indexFormat == UnityEngine.Rendering.IndexFormat.UInt32)
{
continue;
}
if (mr.sharedMaterials.Length == 0 || mr.sharedMaterials[0] == null)
{
continue;
}
renderers[rendererIdx] = mr;
meshFilters.Add(mf);
rendererIdx++;
}
if (numRenderers != rendererIdx) renderers.RemoveRange(rendererIdx, numRenderers - rendererIdx);
renderers.TrimExcess();
meshFilters.TrimExcess();
if (renderers.Count < 2)
{
return;
}
RendererData[] sortedData = RendererSort.GetSortedData(renderers, meshFilters);
combiner.GenerateStaticBatches(sortedData);
for (int i = 0; i < sortedData.Length; i++)
{
GameObject go = sortedData[i].rendererTransform.gameObject;
GameObjectUtility.SetStaticEditorFlags(go, GameObjectUtility.GetStaticEditorFlags(go) & ~StaticEditorFlags.BatchingStatic);
}
}
}
}