Stores light probes for the scene.
The baked data includes: probe positions, SH coefficients and the tetrahedral tesselation. You can modify the coefficients at runtime. You can also swap the entire LightProbes object to a different pre-baked one using LightmapSettings.lightProbes.
See Also: LightmapSettings class, Renderer.useLightProbescellCount | The number of cells (tetrahedra + outer cells) the space is divided to. |
coefficients | 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... |
count | The number of light probes. |
positions | Positions of the baked light probes. |
GetInterpolatedLightProbe | Returns spherical harmonics coefficients of a light probe at the given position. The light probe is interpolated from the light probes baked. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |