Image Based Lighting
The VisionOSImageBasedLight and VisionOSImageBasedLightReceiver components provides a hint to the platform to set a custom image based light (IBL) texture. In visionOS, this maps directly to the ImageBasedLightComponent.
The VisionOS Image Based Light
component defines the texture used as a light with the following properties:
Property | Description |
---|---|
First Source | The first IBL texture to use. |
Second Source | The second IBL texture to use. |
Blend | The blend parameter (0 for entirely the first texture, 1 for entirely the second). |
Inherits Rotation | Whether the IBL inherits the rotation of the object to which it is attached. |
Intensity Exponent | The power of two by which to scale the light intensity. |
The IBL textures may be either 2D equirectangular (latitude/longitude) or cube maps. None, either, or both First Source and Second Source may be specified. If both are specified, the two textures are blended together according to the Blend parameter: for example, a blend value of 0.25 would include 25% of the first source and 75% of the second. Note that the blend value is not clamped to [0, 1]; similar to LerpUnclamped, values outside the range of [0, 1] will amplify the difference between the two sources.
Image Based Light Receiver
This component works in tandem with the VisionOS Image Based Light Receiver
component to customize the image based lighting on an object or tree of objects. In visionOS, this maps directly to the ImageBasedLightReceiverComponent.
Place this component on the GameObject you wish to be affected and set the Image Based Light
property to an instance of VisionOS Image Based Light
within the scene. All MeshRenderer
instances on the GameObject and its descendants will use the referenced IBL.