class in UnityEngine
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Inherits from:Behaviour
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Implemented in:UnityEngine.CoreModule
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.
isFeatureSupported | Checks if Light Probe Proxy Volumes are supported. |
boundingBoxMode | The bounding box mode for generating the 3D grid of interpolated Light Probes. |
boundsGlobal | The world-space bounding box in which the 3D grid of interpolated Light Probes is generated. |
gridResolutionX | The 3D grid resolution on the z-axis. |
gridResolutionY | The 3D grid resolution on the y-axis. |
gridResolutionZ | The 3D grid resolution on the z-axis. |
originCustom | The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated. |
probeDensity | Interpolated Light Probe density. |
probePositionMode | The mode in which the interpolated Light Probe positions are generated. |
qualityMode | Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color. |
refreshMode | Sets the way the Light Probe Proxy Volume refreshes. |
resolutionMode | The resolution mode for generating the grid of interpolated Light Probes. |
sizeCustom | The size of the bounding box in which the 3D grid of interpolated Light Probes is generated. |
Update | Triggers an update of the Light Probe Proxy Volume. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had active and enabled called? |
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 | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
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. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
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. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active 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. |