Version: 2022.2
LanguageEnglish
  • C#

LightProbes.bakedProbes

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

public SphericalHarmonicsL2[] bakedProbes;

Description

Coefficients of baked light probes.

using UnityEngine;
using UnityEngine.Rendering;

public class ExampleClass : MonoBehaviour { public Color m_Ambient; public Light[] m_Lights;

// This script adds the contribution of an ambient light and an array of lights to calculate new spherical harmonics // coefficients for all the baked light probes. You can use this for example in the Editor or at runtime to replace // the light probe coefficients that Unity bakes. void Start() { SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes; Vector3[] probePositions = LightmapSettings.lightProbes.positions; int probeCount = LightmapSettings.lightProbes.count; for (int i = 0; i < probeCount; i++) { // Clear the probe and add ambient light bakedProbes[i].Clear(); bakedProbes[i].AddAmbientLight(m_Ambient); // Add the contribution of directional and point lights foreach (Light light in m_Lights) { if (light.type == LightType.Directional) { bakedProbes[i].AddDirectionalLight(-light.transform.forward, light.color, light.intensity); } else if (light.type == LightType.Point) { AddPointLight(probePositions[i], light, ref bakedProbes[i]); } } }

LightmapSettings.lightProbes.bakedProbes = bakedProbes; }

void AddPointLight(Vector3 probePosition, Light light, ref SphericalHarmonicsL2 sh) { // Direction from the light probe to the point light Vector3 probeToLight = light.transform.position - probePosition; // Light attenuation between the point light and the light probe. This formula matches what Unity uses for // quadratic light attenuation. float attenuation = 1.0f / (1.0f + 25.0f * probeToLight.sqrMagnitude / (light.range * light.range)); // With the normalized direction and the attenuation, the point light is equivalent to a directional // light in the context of a light probe. sh.AddDirectionalLight(probeToLight.normalized, light.color, light.intensity * attenuation); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961