Files
AIGame/AIClient/AgentScripts/DiagnoseHomeCampGiViz.cs

94 lines
4.3 KiB
C#

#if UNITY_EDITOR
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>Temporarily force Ground to visualize bakedGI only, to verify lightmap sampling.</summary>
public static class DiagnoseHomeCampGiViz
{
const string ScenePath = "Assets/Bundles/Scenes/Town/HomeCamp/HomeCamp.unity";
const string Review = "D:/UD/AI/AIGame/Tools/output/homecamp_review";
const string ShaderPath = "Assets/Bundles/Shaders/XShader/XTerrain.shader";
public static string Run()
{
Directory.CreateDirectory(Review);
var scene = EditorSceneManager.OpenScene(ScenePath, OpenSceneMode.Single);
var root = scene.GetRootGameObjects().Single(g => g.name == "HomeCamp");
var ground = root.transform.Find("Ground")?.GetComponentInChildren<MeshRenderer>();
if (!ground) return "FAIL: no ground";
var mesh = ground.GetComponent<MeshFilter>()?.sharedMesh;
var uv1 = mesh != null && mesh.uv2 != null && mesh.uv2.Length == mesh.vertexCount;
var uv0 = mesh != null ? mesh.uv.Length : 0;
// Inject a debug return of bakedGI into XTerrain fragment temporarily via material replacement:
// use Unlit with lightmap — simpler: create temp material using URP/Lit which we know samples LM.
var lit = new Material(Shader.Find("Universal Render Pipeline/Lit"));
lit.SetColor("_BaseColor", Color.white);
lit.SetFloat("_Smoothness", 0f);
var prev = ground.sharedMaterial;
ground.sharedMaterial = lit;
var cam = root.GetComponentInChildren<Camera>();
Capture(cam, Review + "/diag_ground_urp_lit.png");
// Also capture original
ground.sharedMaterial = prev;
Capture(cam, Review + "/diag_ground_xterrain.png");
// Sample lightmap at ground renderer scaleOffset a few UV points
var lm = LightmapSettings.lightmaps[0].lightmapColor;
var so = ground.lightmapScaleOffset;
string Samples(string label, float u, float v)
{
// Unity UV: v=0 bottom. Texture2D GetPixel v from bottom if we use GetPixelBilinear with Unity convention...
float uu = u * so.x + so.z;
float vv = v * so.y + so.w;
var rt = RenderTexture.GetTemporary(lm.width, lm.height, 0, RenderTextureFormat.ARGBFloat);
Graphics.Blit(lm, rt);
var prevRt = RenderTexture.active; RenderTexture.active = rt;
var tex = new Texture2D(lm.width, lm.height, TextureFormat.RGBAFloat, false, true);
tex.ReadPixels(new Rect(0, 0, lm.width, lm.height), 0, 0); tex.Apply();
RenderTexture.active = prevRt; RenderTexture.ReleaseTemporary(rt);
// Texture2D: (0,0) bottom-left in GetPixelBilinear? Actually GetPixelBilinear y=0 is bottom.
var c = tex.GetPixelBilinear(uu, vv);
Object.DestroyImmediate(tex);
float l = c.r * .3f + c.g * .59f + c.b * .11f;
return label + "=(" + uu.ToString("F2") + "," + vv.ToString("F2") + ")->" + l.ToString("F3");
}
Object.DestroyImmediate(lit);
return "uv1=" + uv1 + " uv0Count=" + uv0 + " verts=" + (mesh ? mesh.vertexCount : 0)
+ " idx=" + ground.lightmapIndex + " so=" + so
+ " " + Samples("center", .5f, .5f)
+ " " + Samples("near", .5f, .2f)
+ " " + Samples("far", .5f, .8f)
+ " " + Samples("left", .2f, .5f)
+ " " + Samples("right", .8f, .5f);
}
static void Capture(Camera camera, string file)
{
var rt = RenderTexture.GetTemporary(720, 1280, 24, RenderTextureFormat.ARGB32);
var old = RenderTexture.active; var oldT = camera.targetTexture; var oldA = camera.aspect;
var tex = new Texture2D(720, 1280, TextureFormat.RGB24, false);
try
{
camera.aspect = 720f / 1280f; camera.targetTexture = rt; RenderTexture.active = rt;
camera.Render();
tex.ReadPixels(new Rect(0, 0, 720, 1280), 0, 0); tex.Apply();
File.WriteAllBytes(file, tex.EncodeToPNG());
}
finally
{
camera.targetTexture = oldT; camera.aspect = oldA; RenderTexture.active = old;
RenderTexture.ReleaseTemporary(rt); Object.DestroyImmediate(tex);
}
}
}
#endif