Model + Light Test results:
Draw calls and memory used prior to execution
Draw calls and memory used after execution
? Model Consolidation Rules:
1. Non-identical static models need to merge the same model (copied) without merging
2, UV-free model can be combined with mesh baker duplicate mesh Baker will make an error in the production software need to merge
3, using the same material model can be combined with different materials of the model cannot be merged
4, the combined model map size must be 2 of the N power to choose the appropriate size to avoid wasting space or the effect is not ideal do not change the size by the mapping setting
Lighting baking optimizes scene effects and resource methods:
1. Use the same material for all the same objects and use a scale
2. All models of the same node that can be merged or the model of the common material are merged
3. All reused model vertices are capped at 900 divided by the number of decals
4, occlusion bake need to customize size according to the model size to avoid the effect of bad or waste time
5, baking time to turn off the ambient light turn on the baking light to confirm the range to turn global illumination on or off as required (GI) if off GI only bake ao to make lighting Data (multi-object multi-light case baking ao speed is faster than baking GI n times)
6. Turn on the ambient light (such as running on a mobile device can only use one main light) hide or delete baking lights It is best to close shadow if no dynamic model is needed to calculate the light and shadow in real time
Other Notes:
1, mobile devices to minimize the use of depth of field, reflection, fog effect and other functions seriously affect the speed of operation
2. Use less custom shader on mobile devices prone to unknown errors
3, use light Probe on mobile device, Reflection Probe Invalid
How to: Model steps:
1, vertex number as little as possible to use stickers to express object Details (Color, AO, normal, etc.)
2. The UV cell size of all models in the whole scene is basically the same
3. Models with the same number of nodes (copied) use the same material
4, a combination of models (such as the whole machine) using multi-poster to merge all the stickers onto one sheet
5. The model of the non-animated common material is merged into a model (e.g. two or more parts on a machine)
6. Models that are not animated or interact but are reused try to merge the total number of vertices by not more than 900 divided by the number of maps (1 map 900 vertices up to 2 450 3 sheets 300 etc.) vertex number out of the split model
U3d Mesh Baker steps:
1. Menu bar >game object>create other>mesh Baker>multi-mesh andmaterial Baker
2. Hierarchy Select the created mesh Baker in Inspector Select Mb3_texture Baker script to use open Tools for Adding objects to add an object that needs to merge the map
3. Pop-up window select target model you can use the static or activation options to filter the selection after the change using Lightmap index to not filter using the Add selectedmeshes command added to the list
? 4, check add model is correct after using Createempty Assets for Combined Material Create a merge map using a new material specify the path and then execute bake materials into Combined Material
5. Select the Mb3_multi mesh Baker script to use bake to generate a new composite mesh]
? 6, original mesh hidden or deleted (Delete save resources, but be sure that the model will not be used again)
U3d Baking steps:
1, when the model is imported into a scale of 1 of the precast body is called to try not to change the scale
2. Static objects that do not require dynamic loading of resources try not to load them with scripts
3, decorate the scene after the open occlusion according to the need to bake the scene space size and model details to select the appropriate bake size
4, bake after the open lighting settings scene to close Skybox, Sun (set to None)
4.1, such as using light Probe, Reflection Probe open precomputed Realtime gi close baked gi
4.2, if you do not use light Probe, Reflection Probe need to bake the shadow is closed precomputed Realtime gi open Baked gi set the appropriate Baked Resolution, Baked Padding (U Nity3d 5.4.0.b18 Check Ambient occlusion)
5. If the Auto build option is turned off (save time) and click on the Build drop-down menu to execute clear Baked Data
6. Create lights according to your needs (minimize the number of realtime lights and shadow and the number of point lights to conserve system resources)
7, in lighting Set object filter renderers set static object appropriate scale Inlightmap size (terrain is 1 or more building obstacles 0.5-1 trees and stones and other small obstacles 0.1-0.5)
8, in lighting set object filter lights All realtime light source hidden all bake light source open execution build wait for the completion of the reading bar do not operate on the scene
9. When build is complete, turn all realtime lights on all bake lights hidden or deleted (remove save resources, but be sure that the light source is no longer in use)
10, the main light to open shadow the remaining light source as the case determines whether to open shadow on demand to decide whether to turn on Skybox and sun
Unity Mesh Baker (game scene optimizer plugin)