Version: 2020.3
LanguageEnglish
  • C#

LightProbeProxyVolume

class in UnityEngine

/

Inherits from:Behaviour

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Description

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.

Static Properties

isFeatureSupportedChecks if Light Probe Proxy Volumes are supported.

Properties

boundingBoxModeThe bounding box mode for generating the 3D grid of interpolated Light Probes.
boundsGlobalThe world-space bounding box in which the 3D grid of interpolated Light Probes is generated.
dataFormatThe texture data format used by the Light Probe Proxy Volume 3D texture.
gridResolutionXThe 3D grid resolution on the x-axis.
gridResolutionYThe 3D grid resolution on the y-axis.
gridResolutionZThe 3D grid resolution on the z-axis.
originCustomThe local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated.
probeDensityInterpolated Light Probe density.
probePositionModeThe mode in which the interpolated Light Probe positions are generated.
qualityModeDetermines how many Spherical Harmonics bands will be evaluated to compute the ambient color.
refreshModeSets the way the Light Probe Proxy Volume refreshes.
resolutionModeThe resolution mode for generating the grid of interpolated Light Probes.
sizeCustomThe size of the bounding box in which the 3D grid of interpolated Light Probes is generated.

Public Methods

UpdateTriggers an update of the Light Probe Proxy Volume.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.