Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

LightProbeUsage.CustomProvided

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

The light probe shader uniform values are extracted from the material property block set on the renderer.

Property unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC will be set to zero if they are not part of the MaterialPropertyBlock.
Property unity_ProbesOcclusion will be calculated as in normal lighting if it is not part of the MaterialPropertyBlock.

Note that using the light probe values baked at a different place may lead to incorrect rendering, especially when local lights (i.e. point lights and spot lights) are used. This mode is more useful when drawing instanced objects with Graphics.DrawMeshInstanced, where the light probe data is pre-calculated and provided as arrays.

See Also: MaterialPropertyBlock, MaterialPropertyBlock.CopySHCoefficientArraysFrom, MaterialPropertyBlock.CopyProbeOcclusionArrayFrom.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答