Unity 没有内置的人物角色 LOD 管理
参考了 Unity 论坛上的某个帖子:Level of Detail management (LOD)
虽然 Unity 没有内置的角色 LOD 管理
但是我们可以自己根据距离来切换网格
可以自己写脚本按距离来控制
直接参考:https://pastebin.com/clone/K1S4Zjh0
using UnityEngine;
using System;
using System.Collections.Generic;
//[ExecuteInEditMode]
public class CharacterLOD : MonoBehaviour
{
public Mesh LOD0;
public Mesh LOD1;
public Mesh LOD2;
public Mesh LOD3;
public List<Material> LOD_0_Materials;
public List<Material> LOD_1_Materials;
public List<Material> LOD_2_Materials;
public List<Material> LOD_3_Materials;
public float lod0Dist = 10f;
public float lod1Dist = 20f;
public float lod2Dist = 30f;
public float lod3Dist = 50f;
public float lodTimer = 0.3f;
public Camera camera1;
private bool foundCamera;
public int currLOD;
private float currTimer;
public void Start()
{
GetCamera();
currLOD = 0;
}
void Update()
{
if (foundCamera == false)
GetCamera();
//Update LODs Timer
currTimer -= Time.deltaTime;
if (currTimer <= 0.0f)
{
UpdateMeshLOD();
currTimer = lodTimer; //Reset Timer
}
}
public void UpdateMeshLOD()
{
if (camera1 == null) return;
Vector3 camPos1 = camera1.transform.position;
if ((transform.position - camPos1).sqrMagnitude < (lod0Dist * QualitySettings.lodBias) * (lod0Dist * QualitySettings.lodBias)) //LOD 0
{
if (currLOD != 0)
{
SetLowestLODMesh(QualitySettings.maximumLODLevel);
SetLODMaterials(QualitySettings.maximumLODLevel);
currLOD = 0;
return;
}
}
else if ((transform.position - camPos1).sqrMagnitude < (lod1Dist * QualitySettings.lodBias) * (lod1Dist * QualitySettings.lodBias)) //LOD 1
{
if (currLOD != 1)
{
SetLowestLODMesh(QualitySettings.maximumLODLevel + 1);
SetLODMaterials(GetLowestLODMats(QualitySettings.maximumLODLevel + 1));
currLOD = 1;
return;
}
}
else if ((transform.position - camPos1).sqrMagnitude < (lod2Dist * QualitySettings.lodBias) * (lod2Dist * QualitySettings.lodBias)) //LOD 2
{
if (currLOD != 2)
{
SetLowestLODMesh(QualitySettings.maximumLODLevel + 2);
SetLODMaterials(GetLowestLODMats(QualitySettings.maximumLODLevel + 2));
currLOD = 2;
return;
}
}
else if ((transform.position - camPos1).sqrMagnitude < (lod3Dist * QualitySettings.lodBias) * (lod3Dist * QualitySettings.lodBias)) //LOD 3
{
if (currLOD != 3)
{
SetLowestLODMesh(QualitySettings.maximumLODLevel + 3);
SetLODMaterials(GetLowestLODMats(QualitySettings.maximumLODLevel + 3));
currLOD = 3;
return;
}
}
}
public void SetLODMaterials(int lod)
{
Material[] currMats;
bool wasSuccess = false;
switch (lod)
{
case 0: //LOD 0
if (LOD_0_Materials.Count > 0)
{
int existingMatsCount = 0;
currMats = new Material[LOD_0_Materials.Count];
for (var x = 0; x < LOD_0_Materials.Count; x++)
{
currMats[x] = LOD_0_Materials[x];
if (LOD_0_Materials[x] != null)
existingMatsCount++;
}
if (existingMatsCount / LOD_0_Materials.Count > 0.5f) //Atleast 50% of materials exist
{
GetComponent<Renderer>().sharedMaterials = currMats;
wasSuccess = true;
}
}
break;
case 1:
if (LOD_1_Materials.Count > 0)
{
int existingMatsCount = 0;
currMats = new Material[LOD_1_Materials.Count];
for (var x = 0; x < LOD_1_Materials.Count; x++)
{
currMats[x] = LOD_1_Materials[x];
if (LOD_1_Materials[x] != null)
existingMatsCount++;
}
if (existingMatsCount / LOD_1_Materials.Count > 0.5f) //Atleast 50% of materials exist
{
GetComponent<Renderer>().sharedMaterials = currMats;
wasSuccess = true;
}
}
break;
case 2:
if (LOD_2_Materials.Count > 0)
{
int existingMatsCount = 0;
currMats = new Material[LOD_2_Materials.Count];
for (var x = 0; x < LOD_2_Materials.Count; x++)
{
currMats[x] = LOD_2_Materials[x];
if (LOD_2_Materials[x] != null)
existingMatsCount++;
}
if (existingMatsCount / LOD_2_Materials.Count > 0.5f) //Atleast 50% of materials exist
{
GetComponent<Renderer>().sharedMaterials = currMats;
wasSuccess = true;
}
}
break;
case 3:
if (LOD_3_Materials.Count > 0)
{
int existingMatsCount = 0;
currMats = new Material[LOD_3_Materials.Count];
for (var x = 0; x < LOD_3_Materials.Count; x++)
{
currMats[x] = LOD_3_Materials[x];
if (LOD_3_Materials[x] != null)
existingMatsCount++;
}
if (existingMatsCount / LOD_3_Materials.Count > 0.5f) //Atleast 50% of materials exist
{
GetComponent<Renderer>().sharedMaterials = currMats;
wasSuccess = true;
}
}
break;
}
if (wasSuccess)
Debug.Log("[CharacterLOD] " + this.transform.root.name + " Swapped LOD Mats to: " + lod);
}
public int GetLowestLODMats(int desired)
{
if (desired >= 3)
{
if (LOD_3_Materials.Count > 0)
return 3;
if (LOD_2_Materials.Count > 0)
return 2;
if (LOD_1_Materials.Count > 0)
return 1;
if (LOD_0_Materials.Count > 0)
return 0;
}
if (desired == 2)
{
if (LOD_2_Materials.Count > 0)
return 2;
if (LOD_1_Materials.Count > 0)
return 1;
if (LOD_0_Materials.Count > 0)
return 0;
}
if (desired == 1)
{
if (LOD_1_Materials.Count > 0)
return 1;
if (LOD_0_Materials.Count > 0)
return 0;
}
if (desired == 0)
{
if (LOD_0_Materials.Count > 0)
return 0;
}
return 0;
}
public void SetLowestLODMesh(int desired)
{
SkinnedMeshRenderer mf1 = GetComponent<SkinnedMeshRenderer>();
if (desired >= 3)
{
if (LOD3 != null)
mf1.sharedMesh = LOD3;
if (LOD2 != null)
mf1.sharedMesh = LOD2;
if (LOD1 != null)
mf1.sharedMesh = LOD1;
if (LOD0 != null)
mf1.sharedMesh = LOD0;
}
if (desired == 2)
{
if (LOD2 != null)
mf1.sharedMesh = LOD2;
if (LOD1 != null)
mf1.sharedMesh = LOD1;
if (LOD0 != null)
mf1.sharedMesh = LOD0;
}
if (desired == 1)
{
if (LOD1 != null)
mf1.sharedMesh = LOD1;
if (LOD0 != null)
mf1.sharedMesh = LOD0;
}
if (desired == 0)
if (LOD0 != null)
mf1.sharedMesh = LOD0;
}
public void GetCamera()
{
try
{
camera1 = Camera.main;
foundCamera = true;
}
catch (Exception e)
{
Debug.Log("[CharacterLOD] Couldn't find Main Camera: " + e.Message);
}
}
}
扩展、及其问题
上面按距离的方式来处理的话会有一些问题
比如说再 FPS 游戏中就不太好用
因为游戏会有倍镜
而倍镜一般时调整 FOV 来处理的
再使用 LODGroup 中处理的时按屏幕高度比例来处理的话,这种制作时没有问题的
但时 LODGROUP 的方式不设置对 SkinnedMeshRenderer 做处理
因为 SkinnedMeshRenderer 内部有动画信息的状态
所以只能写脚本切换 Mesh 即可,动画骨骼信息不要动他就可以了
然后配上 自己按 FOV 的数值来换算一下,让 FOV 不同大小下也可以比较正常的显示 SknnedMeshRnederer 的 LOD
还有另一个问题,以上这些方式都不能切换骨骼结构
因为如果一个模型骨骼结构很复杂,也时消耗比较大的
但是理论上,我们可以再写一个:再切换 LOD时,可以将前一个LOD的 Animator 状态和 AnimationClip.playTime 同步一下到当前的 LOD 即可,但是不保证会不会抖动,得看 API 得封装够不够好
References
- Creating LOD Group for character
- Level of Detail management (LOD)
- Unity自动生成LOD,人形角色LOD的使用解决动画播放问题 - 这种方式不太好,人物LOD切换时还有动作抖动,但是里面的 LOD 模型生成插件可以使用