Stores light probe data for all currently loaded Scenes.
The data includes: probe positions, Spherical Harmonics (SH) coefficients and the tetrahedral tessellation.
You can modify the coefficients and update the tetrahedral tessellation at runtime. You can also swap the entire LightProbes
object for a different pre-baked one using LightmapSettings.lightProbes.
Additional resources: Light Probes in the Unity Manual, LightmapSettings, ReceiveGI.
bakedProbes | Coefficients of baked light probes. |
cellCount | The number of cells space is divided into (Read Only). |
count | The number of light probes (Read Only). |
positions | Positions of the baked light probes (Read Only). |
CalculateInterpolatedLightAndOcclusionProbes | Calculate light probes and occlusion probes at the given world space positions. |
GetInterpolatedProbe | Returns an interpolated probe for the given position for both real-time and baked light probes combined. |
Tetrahedralize | Synchronously tetrahedralize the currently loaded LightProbe positions. |
TetrahedralizeAsync | Asynchronously tetrahedralize all currently loaded LightProbe positions. |
lightProbesUpdated | Unity raises this event to indicate that the light probe structure (tetrahedralization) or values (spherical harmonics coefficients) have changed. |
needsRetetrahedralization | An event which is called when the number of currently loaded light probes changes due to additive scene loading or unloading. |
tetrahedralizationCompleted | Event which is called after LightProbes.Tetrahedralize or LightProbes.TetrahedralizeAsync has finished computing a tetrahedralization. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
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. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
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. |