Billboard 简称:BB。可以参考:
BB 的网格使用的是一个 Quad 作为 Mesh 的。
而 该 Mesh.bounds (AABB) 是很小的,如果走实时(RT)的 FrustumCulling 的话,那么肯定会因为 BB 的 Mesh.bounds 太小而闪烁
当初我以为可以在 Unity 离线时处理,代码如下:
[MenuItem("实用工具/场景工具/将 BB 的 AABB 重置")]
public static void _Handle()
{
int _BBSizePos = Shader.PropertyToID("_BBSizePos");
var path_prefix = "Assets/xxx/";
var BBMaxSize = new Vector3();
for (int i = 0; i < 40; i++)
{
var suffix = i == 0 ? "" : i.ToString();
var path = $"{path_prefix}xxx{suffix}.mat";
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
if (mat == null) continue;
var size = mat.GetVector(_BBSizePos);
BBMaxSize.x = Mathf.Max(size.x, BBMaxSize.x);
BBMaxSize.y = Mathf.Max(size.y, BBMaxSize.y + size.z);
BBMaxSize.z = Mathf.Max(size.x, BBMaxSize.z);
}
_UpdateAABB(BBMaxSize);
}
private static void _UpdateAABB(Vector3 size)
{
int _BBSizePos_hash = Shader.PropertyToID("_BBSizePos");
var curScene = EditorSceneManager.GetActiveScene();
var goes = curScene.GetRootGameObjects();
foreach (var go in goes)
{
var meshRenderers = go.GetComponentsInChildren<MeshRenderer>(true);
var count = meshRenderers.Length;
for (int i = 0; i < count; i++)
{
var renderer = meshRenderers[i];
if (renderer == null)
{
continue;
}
Material sharedMat = renderer.sharedMaterial;
if (sharedMat == null)
{
continue;
}
if (sharedMat.shader.name != "XXX")
{
continue;
}
var bbSizePosition = sharedMat.GetVector(_BBSizePos_hash);
var center = new Vector3(0, bbSizePosition.y * 0.5f, 0);
var bounds = new Bounds(center, size);
renderer.gameObject.GetComponent<MeshFilter>().sharedMesh.bounds = bounds;
Debug.Log($"NewBounds : {bounds}");
}
}
}
很快就确定自己想多了,于是换另一种处理方式:在运行时或是所有 BB 当中,所有的 BB的 AABB 的并集来作为每个 BB 的 AABB:
private void OnBattleLoadingOver()
{
int _BBSizePos_hash = Shader.PropertyToID("_BBSizePos");
Dictionary<Material, Mesh> meshDict_Key_SharedMat = new Dictionary<Material, Mesh>();
var curScene = SceneManager.GetActiveScene();
var goes = curScene.GetRootGameObjects();
foreach (var go in goes)
{
var meshRenderers = go.GetComponentsInChildren<MeshRenderer>(true);
var count = meshRenderers.Length;
for (int i = 0; i < count; i++)
{
var renderer = meshRenderers[i];
if (renderer == null)
{
continue;
}
Material sharedMat = renderer.sharedMaterial;
if (sharedMat == null)
{
continue;
}
if (meshDict_Key_SharedMat.TryGetValue(sharedMat, out Mesh sharedMesh))
{
renderer.gameObject.GetComponent<MeshFilter>().sharedMesh = sharedMesh;
continue;
}
sharedMesh = renderer.gameObject.GetComponent<MeshFilter>().mesh;
renderer.gameObject.GetComponent<MeshFilter>().sharedMesh = sharedMesh;
meshDict_Key_SharedMat[sharedMat] = sharedMesh;
if (sharedMat.shader.name == "XXX")
{
var bbSizePosition = sharedMat.GetVector(_BBSizePos_hash);
var center = new Vector3(0, bbSizePosition.y * 0.5f, 0);
var size = new Vector3(bbSizePosition.x, bbSizePosition.y, bbSizePosition.x);
var bounds = new Bounds();
bounds.center = center;
bounds.size = size;
sharedMesh.bounds = bounds;
Debug.Log($"NewBounds : {bounds}");
}
}
}
}
OK,FrustumCulling 的闪烁得以解决
但是随着后续的迭代,我们添加了:Unity 内置的 Occlusion Culling(不支持 Compute Shader 的 HiZ 剔除,我们就使用这种基础 CPU 剔除的方式),所以又出现了 BB 的闪烁
原因:BB LOD3级对象的 StaticFlag 设置了 OccludeeFlag 导致的
解决:
[MenuItem("实用工具/场景工具/将 BB 的 OccludeeFlag 去除")]
public static void _DisabledBBOCStaicFlag()
{
var curScene = EditorSceneManager.GetActiveScene();
var goes = curScene.GetRootGameObjects();
var hashset = new HashSet<string>();
foreach (var go in goes)
{
var meshRenderers = go.GetComponentsInChildren<MeshRenderer>(true);
var count = meshRenderers.Length;
for (int i = 0; i < count; i++)
{
var renderer = meshRenderers[i];
if (renderer == null)
{
continue;
}
Material sharedMat = renderer.sharedMaterial;
if (sharedMat == null)
{
continue;
}
if (sharedMat.shader.name != "xxx")
{
continue;
}
var prefabInst = PrefabUtility.GetOutermostPrefabInstanceRoot(renderer.gameObject);
if (prefabInst == null)
{
continue;
}
var prefabInstPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(prefabInst);
Debug.Log($"{prefabInst}, path : {prefabInstPath}");
if (hashset.Contains(prefabInstPath))
{
Debug.Log($"{prefabInstPath}, was handled, skip at this time.");
continue;
}
var srcStaticFlag = GameObjectUtility.GetStaticEditorFlags(renderer.gameObject);
if (!srcStaticFlag.HasFlag(StaticEditorFlags.OccluderStatic)&&
!srcStaticFlag.HasFlag(StaticEditorFlags.OccludeeStatic))
{
Debug.Log($"{prefabInst}, have no occludee or occluder static flag, skip at this time.");
continue;
}
srcStaticFlag &= ~StaticEditorFlags.OccludeeStatic;
srcStaticFlag &= ~StaticEditorFlags.OccluderStatic;
GameObjectUtility.SetStaticEditorFlags(renderer.gameObject, srcStaticFlag);
PrefabUtility.ApplyPrefabInstance(prefabInst, InteractionMode.AutomatedAction);
hashset.Add(prefabInstPath);
}
}
}
上面脚本批量处理完后,发现还是有部分闪烁,发现是因为部分美术同学没有遵守场景编辑原则,场景中的 prefab 要进入 prefab 编辑界面编辑,不要在 Scene 下编辑,否则一定要记得 apply prefab modifies
解决:恢复这些 modifies
[MenuItem("实用工具/场景工具/将 BB 都 Revert Changes")]
public static void _RevertBBOCStaicFlag()
{
var curScene = EditorSceneManager.GetActiveScene();
var goes = curScene.GetRootGameObjects();
foreach (var go in goes)
{
var meshRenderers = go.GetComponentsInChildren<MeshRenderer>(true);
var count = meshRenderers.Length;
for (int i = 0; i < count; i++)
{
var renderer = meshRenderers[i];
if (renderer == null)
{
continue;
}
Material sharedMat = renderer.sharedMaterial;
if (sharedMat == null)
{
continue;
}
if (sharedMat.shader.name != "xxx")
{
continue;
}
var prefabInst = PrefabUtility.GetOutermostPrefabInstanceRoot(renderer.gameObject);
if (prefabInst == null)
{
continue;
}
var prefabInstPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(prefabInst);
Debug.Log($"{prefabInst}, path : {prefabInstPath}");
PrefabUtility.RevertPrefabInstance(prefabInst, InteractionMode.AutomatedAction);
}
}
}
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