class in UnityEngine
/
Inherits from:Behaviour
/
Implemented in:UnityEngine.CoreModule
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:
using UnityEngine; using UnityEditor;
public class ProbeCreator { [MenuItem("ReflectionProbe/CreateRealtimeProbe")] public static void RealtimeProbe() { // Add a GameObject with a ReflectionProbe component GameObject probeGameObject = new GameObject("Realtime Reflection Probe"); ReflectionProbe probeComponent = probeGameObject.AddComponent<ReflectionProbe>(); // The probe will contribute to reflections inside a box of size 10x10x10 centered on the position of the probe probeComponent.size = new Vector3(10, 10, 10);
// Set the type to realtime and refresh the probe every frame probeComponent.mode = UnityEngine.Rendering.ReflectionProbeMode.Realtime; probeComponent.refreshMode = UnityEngine.Rendering.ReflectionProbeRefreshMode.EveryFrame; } }
| defaultTexture | The surface texture of the default reflection probe that captures the environment contribution. 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 probe's world space axis-aligned bounding box in which the probe can contribute to reflections (Read Only). | 
| boxProjection | Should this reflection probe use box projection? | 
| center | The center of the probe's bounding box in which the probe can contribute to reflections. The center is relative to the position of the probe. | 
| 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. | 
| realtimeTexture | Reference to the real-time texture of the reflection probe's surroundings. Use this to assign a RenderTexture to use for real-time reflection. | 
| refreshMode | Sets the way the probe will refresh.See Also: ReflectionProbeRefreshMode. | 
| renderDynamicObjects | Specifies whether Unity should render non-static GameObjects into the Reflection Probe. If you set this to true, Unity renders non-static GameObjects into the Reflection Probe. If you set this to false, Unity does not render non-static GameObjects into the Reflection Probe. Unity only takes this property into account if the Reflection Probe's Type is Custom. | 
| resolution | Resolution of the underlying reflection texture in pixels. | 
| shadowDistance | Shadow drawing distance when rendering the probe. | 
| size | The size of the probe's bounding box in which the probe can contribute to reflections. The size is in world 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. | 
| Reset | Revert all ReflectionProbe parameters to default. | 
| BlendCubemap | Utility method to blend 2 cubemaps into a target render texture. | 
| UpdateCachedState | Updates the culling system with the ReflectionProbe's current state. This ensures that Unity correctly culls the ReflectionProbe during rendering if you implement your own runtime reflection system. | 
| defaultReflectionSet | Adds a delegate to get notifications when the default specular Cubemap is changed. | 
| defaultReflectionTexture | Adds a delegate to get notifications when the default specular Cubemap is changed. | 
| reflectionProbeChanged | Adds a delegate to get notifications when a Reflection Probe is added to a Scene or removed from a Scene. | 
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | 
| isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. | 
| 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 | Checks the GameObject's tag against the defined tag. | 
| GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. | 
| GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. | 
| GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. | 
| GetComponents | Gets references to all components of type T on the same GameObject as the component specified. | 
| GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. | 
| GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. | 
| 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. | 
| TryGetComponent | Gets the component of the specified type, if it exists. | 
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindAnyObjectByType | Retrieves any active loaded object of Type type. | 
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. | 
| FindObjectsOfType | Gets a list of all 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. |