Version: 2018.2

LightProbeProxyVolume

class in UnityEngine

/

Inherits from:Behaviour

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Description

The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.

By default, a probe-lit Renderer receives lighting from a single Light Probe that is interpolated from the surrounding Light Probes in the Scene. Because of this, GameObjects have constant ambient lighting regardless of their position on the surface. The light has have a rotational gradient because it's using spherical harmonics, but it lacks a spatial gradient. This is more noticeable on larger GameObjects and Particle Systems. The lighting across the GameObject matches the lighting at the anchor point, and if the GameObject straddles a lighting gradient, parts of the GameObject will look incorrect.

This component will generate a 3D grid of interpolated Light Probes inside a bounding volume. The resolution of the grid can be user-specified. The spherical harmonics coefficients of the interpolated Light Probes are updated into 3D textures, which are sampled at render time to compute the contribution to the diffuse ambient lighting. This adds a spatial gradient to probe-lit GameObjects.

See Also: Light Probes.

Static Variables

isFeatureSupportedChecks if Light Probe Proxy Volumes are supported.

Variables

boundingBoxModeThe bounding box mode for generating the 3D grid of interpolated Light Probes.
boundsGlobalThe world-space bounding box in which the 3D grid of interpolated Light Probes is generated.
gridResolutionXThe 3D grid resolution on the z-axis.
gridResolutionYThe 3D grid resolution on the y-axis.
gridResolutionZThe 3D grid resolution on the z-axis.
originCustomThe local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated.
probeDensityInterpolated Light Probe density.
probePositionModeThe mode in which the interpolated Light Probe positions are generated.
qualityModeDetermines how many Spherical Harmonics bands will be evaluated to compute the ambient color.
refreshModeSets the way the Light Probe Proxy Volume refreshes.
resolutionModeThe resolution mode for generating the grid of interpolated Light Probes.
sizeCustomThe size of the bounding box in which the 3D grid of interpolated Light Probes is generated.

Public Functions

UpdateTriggers an update of the Light Probe Proxy Volume.

Inherited members

Variables

enabledВключенное Поведение обновляется, выключенное Поведение не обновляется.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectИгровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту.
tagТег данного игрового объекта.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Functions

BroadcastMessageВызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков.
CompareTagПомечен ли данный игровой объект тегом tag?
GetComponentВозвращает компонент типа type, если он прикреплен к игровому объекту и null, если не прикреплен.
GetComponentInChildrenВозвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину.
GetComponentInParentВозвращает все компоненты типа type из GameObject'а или из любого его родителя.
GetComponentsВозвращает все компоненты типа type в GameObject.
GetComponentsInChildrenВозвращает все компоненты типа type в GameObject или любому из его потомков.
GetComponentsInParentВозвращает все компоненты типа type в GameObject или любому из его родителей.
SendMessageВызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте.
SendMessageUpwardsВызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Functions

DestroyУдаляет GameObject, Component или Asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.
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