球面調和関数 (Spherical Harmonics) 。二項まで (3 バンド、9 係数) 。
球面調和関数 (SH) は向きの関数や信号を表し、スムーズな照明を効率的に評価するためにコンピュータグラフィックスでよく使われます。Unity は LightProbes と Environment Lighting のためにそれらに使用します。
L2 球面調和関数はカラーチャネルごとに 9つの係数で構成されます。
See Also: RenderSettings.ambientMode, RenderSettings.ambientProbe, LightProbes.
this[int,int] | それぞれの SH 係数にアクセスします。 |
AddAmbientLight | プローブデータに Ambient Lighting を追加します。 |
AddDirectionalLight | プローブデータに Directional Light を追加します。 |
Clear | SH プローブを 0 にクリアします。 |
Evaluate | Evaluates the Spherical Harmonics for each of the given directions. The result from the first direction is written into the first element of results, the result from the second direction is written into the second element of results, and so on. The array size of directions and results must match and directions must be normalized. |
operator != | SH プローブが異なる場合は True を返します。 |
operator * | 指定した倍率で SH をスケールします。 |
operator + | ふたつの SH プローブを追加します。 |
operator == | SH プローブが等しい場合は True を返します。 |
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