Version: Unity 6.0 (6000.0)
LanguageEnglish
  • C#

IProbeIntegrator.IntegrateDirectRadiance(IDeviceContext,int,int,int,BufferSlice<SphericalHarmonicsL2>)

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Parameters

Parameter Description
context Device context for computation and memory operations.
positionOffset Starting index in the probe position buffer.
positionCount Number of probe positions to process.
sampleCount Number of samples to take per probe.
ignoreEnvironment If true, excludes environment lighting from the direct contribution calculation.
radianceEstimateOut Output buffer slice that the direct radiance estimate is written into, encoded as spherical harmonics coefficients.

Returns

void Result indicating success or failure with detailed error information.

Description

Computes direct lighting contribution at probe positions using spherical sampling.

This method performs spherical sampling around each probe position to compute direct lighting contributions from all light sources in the scene. The results are stored as L2 spherical harmonics coefficients that can be used for real-time lighting lookups.

Direct radiance includes contributions from:

  • Directional lights
  • Point lights
  • Spot lights
  • Area lights
  • Environment lighting (unless ignored)

The quality of the integration depends on the sample count - higher values produce more accurate results but require more computation time.

// Extract scene data
bool result = InputExtraction.ExtractFromScene(out var input);
Assert.IsTrue(result);

// Create context and world using var context = new RadeonRaysContext(); Assert.IsTrue(context.Initialize()); var world = new RadeonRaysWorld();

// Populate world with scene data using var progress = new BakeProgressState(); var worldResult = InputExtraction.PopulateWorld(input, progress, context, world); Assert.IsTrue(worldResult);

// Create integrator var integrator = new RadeonRaysProbeIntegrator(); integrator.SetProgressReporter(progress);

// Prepare probe positions var probePositions = new NativeArray<Vector3>(64, Allocator.Persistent); // ... fill probe positions ...

BufferID posBuffer = context.CreateBuffer(64, 12); // Vector3 = 12 bytes var posSlice = new BufferSlice<Vector3>(posBuffer, 0); context.WriteBuffer(posSlice, probePositions);

// Prepare integrator. integrator.Prepare(context, world, posSlice, 0.1f, 2);

// Integrate direct lighting var result = integrator.IntegrateDirectRadiance( context, 0, // Start from first probe 32, // Process 32 probes 64, // Faster, low quality sampling, usually okay for final bake if area lights are not used. false, // Include environment lighting shBuffer );

if (result.type != IProbeIntegrator.ResultType.Success) { Debug.LogError($"Direct radiance integration failed: {result}"); } // Cleanup integrator.Dispose(); context.DestroyBuffer(posBuffer); context.DestroyBuffer(shBuffer); probePositions.Dispose();