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 | El game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object. |
tag | El tag de este 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 | El nombre del objeto. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Returns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components. |
GetComponentInChildren | Retorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad). |
GetComponentInParent | Retorna el componente de tipo type en el GameObject o cualquiera de sus padres. |
GetComponents | Retorna todos los componentes de tipo type en el GameObject. |
GetComponentsInChildren | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo. |
GetComponentsInParent | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
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. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clona el objeto original y devuelve el clon. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |