The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.
The properties are an exact match for the values shown in the Inspector.
This class is a script interface for a reflection probe component.
Reflection probes are usually just created in the Editor, but sometimes you might want to create a reflection probe from a script:
function Start () { // Make a game object var probeGameObject : GameObject = new GameObject("The Reflection Probe");
// Add the reflection probe component var probeComponent = probeGameObject.AddComponent.<ReflectionProbe>() as ReflectionProbe;
// Set texture resolution probeComponent.resolution = 256;
// Reflection will be used for objects in 10 units around the position of the probe probeComponent.size = Vector3(10, 10, 10);
// Set the position (or any transform property) probeGameObject.transform.position = Vector3(0, 5, 0); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { GameObject probeGameObject = new GameObject("The Reflection Probe"); ReflectionProbe probeComponent = probeGameObject.AddComponent<ReflectionProbe>() as ReflectionProbe; probeComponent.resolution = 256; probeComponent.size = new Vector3(10, 10, 10); probeGameObject.transform.position = new Vector3(0, 5, 0); } }
defaultTexture | Texture which is used outside of all reflection probes (Read Only). |
defaultTextureHDRDecodeValues | HDR decode values of the default reflection probe texture. |
backgroundColor | The color with which the texture of reflection probe will be cleared. |
bakedTexture | Reference to the baked texture of the reflection probe's surrounding. |
blendDistance | Distance around probe used for blending (used in deferred probes). |
bounds | The bounding volume of the reflection probe (Read Only). |
boxProjection | Should this reflection probe use box projection? |
center | The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. |
clearFlags | How the reflection probe clears the background. |
cullingMask | This is used to render parts of the reflecion probe's surrounding selectively. |
customBakedTexture | Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. |
farClipPlane | The far clipping plane distance when rendering the probe. |
hdr | Should this reflection probe use HDR rendering? |
importance | Reflection probe importance. |
intensity | The intensity modifier that is applied to the texture of reflection probe in the shader. |
mode | Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? |
nearClipPlane | The near clipping plane distance when rendering the probe. |
refreshMode | Sets the way the probe will refresh.See Also: ReflectionProbeRefreshMode. |
resolution | Resolution of the underlying reflection texture in pixels. |
shadowDistance | Shadow drawing distance when rendering the probe. |
size | The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. |
texture | Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). |
textureHDRDecodeValues | HDR decode values of the reflection probe texture. |
timeSlicingMode | Sets this probe time-slicing modeSee Also: ReflectionProbeTimeSlicingMode. |
IsFinishedRendering | Checks if a probe has finished a time-sliced render. |
RenderProbe | Refreshes the probe's cubemap. |
BlendCubemap | Utility method to blend 2 cubemaps into a target render texture. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |