Indirect Lighting Controller
The Indirect Lighting Controller is a Volume component that allows you to globally control the intensity of baked or precomputed indirect lighting.
This override is useful in situations where you need to animate your lighting globally.
Using the Indirect Lighting Controller
The Indirect Lighting Controller uses the Volume framework, so to enable and modify Indirect Lighting Controller properties, you must add an Indirect Lighting Controller override to a Volume in your Scene. To add Indirect Lighting Controller to a Volume:
- In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
- In the Inspector, navigate to Add Override > Lighting and click on Indirect Lighting Controller. You can now use the Indirect Lighting Controller to control baked or precomputed indirect lighting.
Properties
To edit properties in any Volume component override, enable the checkbox to the left of the property. This also tells HDRP to use the property value you specify for the Volume component rather than the default value. If you disable the checkbox, HDRP ignores the property you set and uses the Volume’s default value for that property instead.
Property | Description |
---|---|
Indirect Diffuse Lighting Multiplier | A multiplier for lightmaps, Light Probes, Light Probe Volumes, Screen-Space Global Illumination, and Ray-Traced Global Illumination. HDRP multiplies the light data from all of these by this value. |
Indirect Diffuse Lighting Layers | Specifies the Light Layers for indirect diffuse lighting. If you enable Light Layers, you can use them to decouple Meshes in your Scene from the above multiplier. |
Reflection Lighting Multiplier | A multiplier for baked, realtime, custom Reflection Probes and Planar Probes, Screen-Space Reflection, Ray-Traced Reflection, and Sky Reflection. HDRP multiplies the light data from all of these by this value. |
Reflection Lighting Layers | LSpecifies the Light Layers for reflection lighting. If you enable Light Layers, you can use them to decouple Meshes in your Scene from the above multiplier. |
Reflection/Planar Probe Intensity Multiplier | A multiplier for baked, realtime, and custom Reflection Probes and Planar Probes. HDRP multiplies the Reflection Probe data by this value. |
Details
An example of a situation where an Indirect Lighting Controller would be useful is when your Camera is in a dark area and you want to light the area suddenly. To create this effect:
- Create a Scene Settings GameObject (menu: GameObject > Rendering > Scene Settings) and add an Indirect Lighting Controller (click on the Scene Settings GameObject and then, in the Volume component in the Inspector, click Add Override and select Indirect Lighting Controller).
- Add a Collider to the Scene Settings GameObject and enable the Is Trigger checkbox. Set the Size of the Collider to be the size of the area you want to change the indirect lighting for.
- In the Indirect Lighting Controller, set the Indirect Diffuse Intensity and Indirect Specular Intensity to 0. This dims all indirect lighting to black.
- When you light the area, animate (using Timeline or an Animation) the Volume's Weight property to transition from 1 to 0. This will progressively interpolate between the values set inside the Volume and the values from other Volumes that affect your Camera.
- As a result, the Indirect lighting globally fades in. Alter the length of the animation to speed up or slow down the fade.