LightProbes.coefficients
var coefficients: float[];
float[] coefficients;
coefficients as float[]
Description

Coefficients of the baked light probes. The coefficients represent a 3-band RGB spherical harmonics probe, with a total of 27 floats per light probe, laid out: rgbrgbrgb...

	// Create a copy of the LightProbes object, otherwise writing to coefficients would permanently change the asset itself.
	LightmapSettings.lightProbes = Instantiate(LightmapSettings.lightProbes) as LightProbes;
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    void Example() {
        LightmapSettings.lightProbes = Instantiate(LightmapSettings.lightProbes) as LightProbes;
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def Example() as void:
		LightmapSettings.lightProbes = (Instantiate(LightmapSettings.lightProbes) as LightProbes)

	var ambient:Color;
	var lights:Light[];

// On start, this script will add the contribution of the ambient light and all lights assigned to the array to all baked probes. function Start () { // Create a copy of the LightProbes object, otherwise writing to coefficients would permanently change the asset itself. LightmapSettings.lightProbes = Instantiate(LightmapSettings.lightProbes) as LightProbes; var coefficients = LightmapSettings.lightProbes.coefficients; var coefficientsPerProbe = 27; var probeCount = LightmapSettings.lightProbes.count; var probePositions = LightmapSettings.lightProbes.positions; var i = 0; // Add ambient light to all the probes for (i = 0; i < probeCount; i++) AddSHAmbientLight(ambient, coefficients, i * coefficientsPerProbe); // Add directional and point lights' contribution to all the probes for (var l:Light in lights) { if (l.type == LightType.Directional){ for (i = 0; i < probeCount; i++) AddSHDirectionalLight(l.color, -l.transform.forward, l.intensity, coefficients, i * coefficientsPerProbe); } else if (l.type == LightType.Point){ for (i = 0; i < probeCount; i++) AddSHPointLight(l.color, l.transform.position, l.range, l.intensity, coefficients, i * coefficientsPerProbe, probePositions[i]); } }

LightmapSettings.lightProbes.coefficients = coefficients; }

function AddSHAmbientLight (color : Color, coefficients : float[], index : int) { var k2SqrtPI = 3.54490770181103205459633496668229f; // 2*sqrt(kPI) coefficients[index + 0] += color.r * k2SqrtPI; coefficients[index + 1] += color.g * k2SqrtPI; coefficients[index + 2] += color.b * k2SqrtPI; }

function AddSHDirectionalLight (color : Color, direction : Vector3, intensity : float, coefficients : float[], index : int) { // Read more about Spherical Harmonics in Peter Sloan's "Stupid Spherical Harmonics Tricks" var kInv2SqrtPI = 0.28209479177387814347403972578039f; // 1 / (2*sqrt(kPI)) var kSqrt3Div2SqrtPI = 0.48860251190291992158638462283835f; // sqrt(3) / (2*sqrt(kPI)) var kSqrt15Div2SqrtPI = 1.0925484305920790705433857058027f; // sqrt(15) / (2*sqrt(kPI)) var k3Sqrt5Div4SqrtPI = 0.94617469575756001809268107088713f; // 3 * sqrtf(5) / (4*sqrt(kPI)) var kSqrt15Div4SqrtPI = 0.54627421529603953527169285290135f; // sqrt(15) / (4*sqrt(kPI)) var kOneThird = 0.3333333333333333333333f; // 1.0/3.0 var dirFactors = new float[9]; dirFactors[0] = kInv2SqrtPI; dirFactors[1] = -direction.y * kSqrt3Div2SqrtPI; dirFactors[2] = direction.z * kSqrt3Div2SqrtPI; dirFactors[3] = -direction.x * kSqrt3Div2SqrtPI; dirFactors[4] = direction.x * direction.y * kSqrt15Div2SqrtPI; dirFactors[5] = -direction.y * direction.z * kSqrt15Div2SqrtPI; dirFactors[6] = (direction.z * direction.z - kOneThird) * k3Sqrt5Div4SqrtPI; dirFactors[7] = -direction.x * direction.z * kSqrt15Div2SqrtPI; dirFactors[8] = (direction.x * direction.x - direction.y * direction.y) * kSqrt15Div4SqrtPI;

var kNormalization = 2.9567930857315701067858823529412f; // 16*kPI/17 // Unity doubles the light intensity internally intensity *= 2.0f; var rscale = color.r * intensity * kNormalization; var gscale = color.g * intensity * kNormalization; var bscale = color.b * intensity * kNormalization; for (var i = 0; i < 9; ++i) { var c = dirFactors[i]; coefficients[index + 3*i + 0] += c * rscale; coefficients[index + 3*i + 1] += c * gscale; coefficients[index + 3*i + 2] += c * bscale; } }

function AddSHPointLight (color : Color, position : Vector3, range : float, intensity : float, coefficients : float[], index : int, probePosition : Vector3) { // From a point of view of a SH probe, point light looks no different than a directional light, // just attenuated and coming from the right direction var probeToLight = position - probePosition; var attenuation = 1.0f / (1.0f + (25.0f * probeToLight.sqrMagnitude / (range * range))); AddSHDirectionalLight(color, probeToLight.normalized, intensity*attenuation, coefficients, index); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public Color ambient;
    public Light[] lights;
    void Start() {
        LightmapSettings.lightProbes = Instantiate(LightmapSettings.lightProbes) as LightProbes;
        float[] coefficients = LightmapSettings.lightProbes.coefficients;
        int coefficientsPerProbe = 27;
        int probeCount = LightmapSettings.lightProbes.count;
        Vector3[] probePositions = LightmapSettings.lightProbes.positions;
        int i = 0;
        i = 0;
        while (i < probeCount) {
            AddSHAmbientLight(ambient, coefficients, i * coefficientsPerProbe);
            i++;
        }
        foreach (Light l in lights) {
            if (l.type == LightType.Directional) {
                i = 0;
                while (i < probeCount) {
                    AddSHDirectionalLight(l.color, -l.transform.forward, l.intensity, coefficients, i * coefficientsPerProbe);
                    i++;
                }
            } else
                if (l.type == LightType.Point) {
                    i = 0;
                    while (i < probeCount) {
                        AddSHPointLight(l.color, l.transform.position, l.range, l.intensity, coefficients, i * coefficientsPerProbe, probePositions[i]);
                        i++;
                    }
                }
        }
        LightmapSettings.lightProbes.coefficients = coefficients;
    }
    void AddSHAmbientLight(Color color, float[] coefficients, int index) {
        float k2SqrtPI = 3.54490770181F;
        coefficients[index + 0] += color.r * k2SqrtPI;
        coefficients[index + 1] += color.g * k2SqrtPI;
        coefficients[index + 2] += color.b * k2SqrtPI;
    }
    void AddSHDirectionalLight(Color color, Vector3 direction, float intensity, float[] coefficients, int index) {
        float kInv2SqrtPI = 0.28209479177F;
        float kSqrt3Div2SqrtPI = 0.4886025119F;
        float kSqrt15Div2SqrtPI = 1.09254843059F;
        float k3Sqrt5Div4SqrtPI = 0.94617469576F;
        float kSqrt15Div4SqrtPI = 0.5462742153F;
        float kOneThird = 0.33333333333F;
        float[] dirFactors = new float[9];
        dirFactors[0] = kInv2SqrtPI;
        dirFactors[1] = -direction.y * kSqrt3Div2SqrtPI;
        dirFactors[2] = direction.z * kSqrt3Div2SqrtPI;
        dirFactors[3] = -direction.x * kSqrt3Div2SqrtPI;
        dirFactors[4] = direction.x * direction.y * kSqrt15Div2SqrtPI;
        dirFactors[5] = -direction.y * direction.z * kSqrt15Div2SqrtPI;
        dirFactors[6] = (direction.z * direction.z - kOneThird) * k3Sqrt5Div4SqrtPI;
        dirFactors[7] = -direction.x * direction.z * kSqrt15Div2SqrtPI;
        dirFactors[8] = (direction.x * direction.x - direction.y * direction.y) * kSqrt15Div4SqrtPI;
        float kNormalization = 2.95679308573F;
        intensity *= 2.0F;
        float rscale = color.r * intensity * kNormalization;
        float gscale = color.g * intensity * kNormalization;
        float bscale = color.b * intensity * kNormalization;
        int i = 0;
        while (i < 9) {
            float c = dirFactors[i];
            coefficients[index + 3 * i + 0] += c * rscale;
            coefficients[index + 3 * i + 1] += c * gscale;
            coefficients[index + 3 * i + 2] += c * bscale;
            ++i;
        }
    }
    void AddSHPointLight(Color color, Vector3 position, float range, float intensity, float[] coefficients, int index, Vector3 probePosition) {
        Vector3 probeToLight = position - probePosition;
        float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / range * range);
        AddSHDirectionalLight(color, probeToLight.normalized, intensity * attenuation, coefficients, index);
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public ambient as Color

	public lights as (Light)

	def Start() as void:
		LightmapSettings.lightProbes = (Instantiate(LightmapSettings.lightProbes) as LightProbes)
		coefficients as (float) = LightmapSettings.lightProbes.coefficients
		coefficientsPerProbe as int = 27
		probeCount as int = LightmapSettings.lightProbes.count
		probePositions as (Vector3) = LightmapSettings.lightProbes.positions
		i as int = 0
		i = 0
		while i < probeCount:
			AddSHAmbientLight(ambient, coefficients, (i * coefficientsPerProbe))
			i++
		for l as Light in lights:
			if l.type == LightType.Directional:
				i = 0
				while i < probeCount:
					AddSHDirectionalLight(l.color, -l.transform.forward, l.intensity, coefficients, (i * coefficientsPerProbe))
					i++
			elif l.type == LightType.Point:
				i = 0
				while i < probeCount:
					AddSHPointLight(l.color, l.transform.position, l.range, l.intensity, coefficients, (i * coefficientsPerProbe), probePositions[i])
					i++
		LightmapSettings.lightProbes.coefficients = coefficients

	def AddSHAmbientLight(color as Color, coefficients as (float), index as int) as void:
		k2SqrtPI as float = 3.54490770181F
		coefficients[(index + 0)] += (color.r * k2SqrtPI)
		coefficients[(index + 1)] += (color.g * k2SqrtPI)
		coefficients[(index + 2)] += (color.b * k2SqrtPI)

	def AddSHDirectionalLight(color as Color, direction as Vector3, intensity as float, coefficients as (float), index as int) as void:
		kInv2SqrtPI as float = 0.28209479177F
		kSqrt3Div2SqrtPI as float = 0.4886025119F
		kSqrt15Div2SqrtPI as float = 1.09254843059F
		k3Sqrt5Div4SqrtPI as float = 0.94617469576F
		kSqrt15Div4SqrtPI as float = 0.5462742153F
		kOneThird as float = 0.33333333333F
		dirFactors as (float) = array[of float](9)
		dirFactors[0] = kInv2SqrtPI
		dirFactors[1] = ((-direction.y) * kSqrt3Div2SqrtPI)
		dirFactors[2] = (direction.z * kSqrt3Div2SqrtPI)
		dirFactors[3] = ((-direction.x) * kSqrt3Div2SqrtPI)
		dirFactors[4] = ((direction.x * direction.y) * kSqrt15Div2SqrtPI)
		dirFactors[5] = (((-direction.y) * direction.z) * kSqrt15Div2SqrtPI)
		dirFactors[6] = (((direction.z * direction.z) - kOneThird) * k3Sqrt5Div4SqrtPI)
		dirFactors[7] = (((-direction.x) * direction.z) * kSqrt15Div2SqrtPI)
		dirFactors[8] = (((direction.x * direction.x) - (direction.y * direction.y)) * kSqrt15Div4SqrtPI)
		kNormalization as float = 2.95679308573F
		intensity *= 2.0F
		rscale as float = ((color.r * intensity) * kNormalization)
		gscale as float = ((color.g * intensity) * kNormalization)
		bscale as float = ((color.b * intensity) * kNormalization)
		i as int = 0
		while i < 9:
			c as float = dirFactors[i]
			coefficients[((index + (3 * i)) + 0)] += (c * rscale)
			coefficients[((index + (3 * i)) + 1)] += (c * gscale)
			coefficients[((index + (3 * i)) + 2)] += (c * bscale)
			++i

	def AddSHPointLight(color as Color, position as Vector3, range as float, intensity as float, coefficients as (float), index as int, probePosition as Vector3) as void:
		probeToLight as Vector3 = (position - probePosition)
		attenuation as float = (1.0F / (1.0F + ((25.0F * probeToLight.sqrMagnitude) / (range * range))))
		AddSHDirectionalLight(color, probeToLight.normalized, (intensity * attenuation), coefficients, index)