使用插值光照探针的 3D 网格。
需要使用 **Light Probe Proxy Volume** 组件,该组件可能位于同一 GameObject 上,也可能位于另一 GameObject 上。要使用位于另一 GameObject 上的 **Light Probe Proxy Volume** 组件,必须使用 **Proxy Volume Override** 属性来指定源 GameObject。
表面着色器自动使用与此代理体关联的信息。要在您的自定义着色器中使用代理体信息,可以在像素着色器中使用 ShadeSHPerPixel 函数。
另请参阅:Light Probes、Light Probe Proxy Volume。
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