# Runtime Mesh Baker v1.2.0 #
##Introduction:(中文版本):
Help you to combine meshes 、 materials and textures to reduce draw calls in runtime! Got less draw calls than static and dynamic batching. Got more resource saving than non-runtime baking.
- ★ support baking at runtime
- ★ Support baking for multi-times (re-baking)
- ★ support the merging of multiple sub-meshes and multiple materials
- ★ Very simple to use, learn in 1 minutes
- ★ Works with any material and shader
- ★ The most effective solution of combination
- ★ Automaticly chek and configure the shaders
- ★ Runtime combine quickly
- ★ Runtime auto garbage recyling
- ★ Undo Supported, friendly UIs
Warning: this tool cannot combine meshes which vertext count are above 64k, because it is the limit of unity.
Home Page:https://github.com/AndrewFanChina/RuntimeMeshBaker Support Mail: mailoflonelywalker@qq.com ##Version Changes:
Version 1.2.0 2019.10.26
- new feature:Support baking for multi-times (re-baking)
- new feature:support baking for seperated regions,bring some support for big world optimization
- obsolete feature:deep baking&SkinnedMesh Baking,for they are not real need at runtime for mobile deivices
Version 1.1.3 2017.11.15
- new feature: upgrade the effective of MildBaker
- Fixed bug: error combination of mesh for skinned-meshes
- Fixed bug: error combination of sub-meshes for MildBaker
- Add Example: unitychan for SkinnedMeshBaker
- Add Example: unitytank for MildBaker
Version 1.1.2 2017.9.18
- Support merging skinned-meshes of same material
Version 1.1.1 2017.9.10
- support add baking script at runtime
- support the merging of multiple sub-meshes and multiple materials
##Download URL:
Runtime Mesh Baker Of AssetStore
##Usage:
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Get your GameObjects ready for baking, just put them into one tree hierarchy, all GameObjects have the same top parent.(not include GameObjects with movement)
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Select the top parent,then select the menu "Window/Rumtime Mesh Baker/Add MeshBaker" At runtime,you can do it in you code:
gameObject.AddComponent<BAT_MeshBaker>();
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It's ok. let's run it. Auto baking should be working.
- Auto Bake: wheter do baking automatically,you can call the StartBake() function by your script.
- Seperate Shadow: sepretate the shadow casting, it will combine a shadow casting GameObject from the multi-group baked showing objects, and set the showing objects not casting shadows.
- Region Size: You can use the value to seperate the baking group by diffrent region (same by diffrent material) ,if it's not needed ,set the value with a big number.
- Show Region Gizmo: show the grid of diffrent regions.
##Baking Process:
- Search the target gameobject, check all MeshFilters and MeshRenderers.
- Find out all meshes and materials, and seperate the meshes into diffrent groups by materials(and regions)
- Baking progress will just use the original materials and textures.it does not create new materials or textures.
- Create a new baking node and start mesh baking by groups,if group's mesh vertex count is overflow, then bake to new one mesh.
- Set the MeshFilters by new created mesh,and set MeshRenderers by the material of current group,the whole group share the same material.
- Do clearing and hiding,it would hide the original MMeshRenderers because the new multi-group showing objects are created.