存储所有当前已加载场景的光照探针。
数据包括:探针位置、球谐函数 (SH) 系数和四面体曲面细分。
You can modify the probe positions and 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.
To retrieve the LightProbes
objects for a specific scene, use LightProbes.GetInstantiatedLightProbesForScene or LightProbes.GetSharedLightProbesForScene.
另请参阅:Unity 手册中的光照探针、LightmapSettings、ReceiveGI。
bakedProbes | 烘焙光照探针的系数。 |
cellCount | 空间划分为的单元格数(只读)。 |
cellCountSelf | The number of cells space is divided into for this LightProbes object (Read Only). |
count | 光照探针数(只读)。 |
countSelf | The number of light probes stored in this LightProbes object (Read Only). |
positions | 烘焙光照探针的位置(只读)。 |
GetPositionsSelf | Gets the positions of the baked light probes stored in this LightProbes object. |
SetPositionsSelf | Sets the positions of the baked light probes stored in this LightProbes object. |
CalculateInterpolatedLightAndOcclusionProbes | 计算给定世界空间位置处的光照探针和遮挡探针。 |
GetInstantiatedLightProbesForScene | Gets an instantiated clone of the LightProbes object for a specific scene. |
GetInterpolatedProbe | Returns an interpolated probe for the given position for both real-time and baked light probes combined. |
GetSharedLightProbesForScene | Gets the shared LightProbes object for a specific scene. |
Tetrahedralize | Synchronously tetrahedralize the currently loaded LightProbe positions. |
TetrahedralizeAsync | 异步四面体化所有当前已加载的 LightProbe 位置。 |
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. |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |