Class IndirectLightingController
Component that allow you to control the indirect specular and diffuse intensity
Implements
Inherited Members
VolumeComponent.active
VolumeComponent.displayName
VolumeComponent.parameters
VolumeComponent.OnEnable()
VolumeComponent.OnDisable()
VolumeComponent.GetHashCode()
VolumeComponent.AnyPropertiesIsOverridden()
VolumeComponent.OnDestroy()
VolumeComponent.Release()
VolumeComponent.GetSourceTerm()
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: UnityEngine.Rendering.HighDefinition
Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
Syntax
[Serializable]
[VolumeComponentMenu("Lighting/Indirect Lighting Controller")]
[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
public class IndirectLightingController : VolumeComponent, IApplyRevertPropertyContextMenuItemProvider
Fields
Name | Description |
---|---|
indirectDiffuseLightingLayers | Controls which layer will be affected by the indirect diffuse lighting multiplier |
indirectDiffuseLightingMultiplier | Indirect diffuse lighting multiplier, between 0 and 1 |
reflectionLightingLayers | Controls which layer will be affected by the reflection lighting multiplier |
reflectionLightingMultiplier | Reflection lighting multiplier, between 0 and 1 |
reflectionProbeIntensityMultiplier | Reflection probe and Planar reflection intensity multiplier, between 0 and 1 |
Methods
Name | Description |
---|---|
GetIndirectDiffuseLightingLayers() | Returns a mask of indirect diffuse lighting layers as uint and handle the case of Everything as being 0xFF and not -1 |
GetReflectionLightingLayers() | Returns a mask of reflection lighting layers as uint and handle the case of Everything as being 0xFF and not -1 |