The Light Explorer extension allows you to create your own version of the Light Explorer window. You can use this to adapt the functionality of the Light Explorer window so that it works with a custom Scriptable Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (SRP), or with the High Definition Render Pipeline’s custom Lights.
The Light Explorer Window lets you see every Light in your SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary and edit their properties. With this extension, you can extend the current window in multiple ways. For example, you can:
To extend the Light Explorer, you can either inherit from the:
ILightingExplorerExtension
interface and override the GetContentTabs
method.DefaultLightingExplorerExtension
class, which inherits from ILightingExplorerExtension
. This class provides you with all of the content that is already in the window. Use this if you only want to override the number of tabs, the titles of each tab, or which Lights to display. To find out how you can extend the Light Explorer this way, see the example below.The examples in this section show you how to extend the default Light Explorer class to only show the Name column for Lights, and change the number of tabs. In your own implementation, you can override as many or as few methods as you want.
The following example only shows the name column for Lights:
namespace UnityEditor
{
[LightingExplorerExtensionAttribute(typeof(SomeRenderPipelineAsset))]
public class SimpleExplorerExtension : DefaultLightingExplorerExtension
{
protected override LightingExplorerTableColumn[] GetLightColumns()
{
return new[]
{
new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Name, Styles.Name, null, 200), // 0: Name
}
}
}
}
The following example only shows the name and enabled status for Lights, and hides the Emissive Materials tab (only shows 3 tabs instead of 4)
namespace UnityEditor
{
[LightingExplorerExtensionAttribute(typeof(SomeOtherRenderPipelineAsset))]
public class ComplexLightExplorerExtension : DefaultLightingExplorerExtension
{
protected virtual UnityEngine.Object[] GetLights()
{
return Resources.FindObjectsOfTypeAll<Light>();
}
protected virtual LightingExplorerTableColumn[] GetLightColumns()
{
return new[]
{
new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Name, Styles.Name, null, 200), // 0: Name
new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Checkbox, Styles.On, "m_Enabled", 25), // 1: Enabled
{
{
public virtual LightingExplorerTab[] GetContentTabs()
{
return new[]
{
new LightingExplorerTab("Light Table", GetLights, GetLightColumns),
new LightingExplorerTab("Reflection Probes", GetReflectionProbes, GetReflectionProbeColumns),
new LightingExplorerTab("Light Probes", GetLightProbes, GetLightProbeColumns) };
}
}
}
Here is a list of classes and methods that you can use to extend the Light Explorer:
ILightingExplorerExtension:
public virtual LightingExplorerTab[] GetContentTabs();
public virtual void OnEnable() {}
public virtual void OnDisable() {}
DefaultLightingExplorerExtension (inherit from ILightingExplorerExtension):
public virtual LightingExplorerTab[] GetContentTabs();
public virtual void OnEnable() {}
public virtual void OnDisable() {}
protected virtual UnityEngine.Object[] GetLights();
protected virtual LightingExplorerTableColumn[] GetLightColumns();
protected virtual UnityEngine.Object[] GetReflectionProbes();
protected virtual LightingExplorerTableColumn[] GetReflectionProbeColumns();
protected virtual UnityEngine.Object[] GetLightProbes();
protected virtual LightingExplorerTableColumn[] GetLightProbeColumns();
protected virtual UnityEngine.Object[] GetEmissives();
protected virtual LightingExplorerTableColumn[] GetEmissivesColumns();