Version: 2023.1
LanguageEnglish
  • C#

LightBakingOutput

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

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

Struct describing the result of a Global Illumination bake for a given light.

The example below demonstrates how you can check the baked status of a light and change its active state.

using UnityEngine;
using System.Collections;

public class LightBakingOutputExample : MonoBehaviour { void TurnOffLight(Light light) { if (light.bakingOutput.isBaked && light.bakingOutput.lightmapBakeType != LightmapBakeType.Realtime) { Debug.Log("Light got some contribution statically baked, it cannot be turned off at runtime."); } else { light.enabled = false; } } }

Properties

isBakedIs the light contribution already stored in lightmaps and/or lightprobes?
lightmapBakeTypeThis property describes what part of a light's contribution was baked.
mixedLightingModeIn case of a LightmapBakeType.Mixed light, describes what Mixed mode was used to bake the light, irrelevant otherwise.
occlusionMaskChannelIn case of a LightmapBakeType.Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1.
probeOcclusionLightIndexIn case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1.
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