Version: 2021.1
LanguageEnglish
  • C#

LightProbes.bakedProbes

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

public SphericalHarmonicsL2[] bakedProbes;

Description

Coefficients of baked light probes.

using UnityEngine;
using UnityEngine.Rendering;

public class ExampleClass : MonoBehaviour { public Color m_Ambient; public Light[] m_Lights;

// On start add the contribution of the ambient light and all lights // assigned to the lights array to all baked probes. void Start() { SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes; Vector3[] probePositions = LightmapSettings.lightProbes.positions; int probeCount = LightmapSettings.lightProbes.count;

// Clear all probes for (int i = 0; i < probeCount; i++) bakedProbes[i].Clear();

// Add ambient light to all probes for (int i = 0; i < probeCount; i++) bakedProbes[i].AddAmbientLight(m_Ambient);

// Add directional and point lights' contribution to all probes foreach (Light l in m_Lights) { if (l.type == LightType.Directional) { for (int i = 0; i < probeCount; i++) bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity); } else if (l.type == LightType.Point) { for (int i = 0; i < probeCount; i++) SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, ref bakedProbes[i]); } } LightmapSettings.lightProbes.bakedProbes = bakedProbes; }

void SHAddPointLight(Vector3 probePosition, Vector3 position, float range, Color color, float intensity, ref SphericalHarmonicsL2 sh) { // From the point of view of an SH probe, point light looks no different than a directional light, // just attenuated and coming from the right direction. Vector3 probeToLight = position - probePosition; float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range)); sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation); } }