Class StaticLightingSky
Class controlling which sky is used for static and baked lighting.
Inherited Members
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Object.GetHashCode()
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
[ExecuteAlways]
[AddComponentMenu("")]
public class StaticLightingSky : MonoBehaviour
Properties
profile
Volume profile where the sky settings used for static lighting will be fetched.
Declaration
public VolumeProfile profile { get; set; }
Property Value
Type | Description |
---|---|
VolumeProfile |
staticLightingCloudsUniqueID
Unique ID of the clouds used for static lighting. The unique ID should be for a cloud type that is present in the profile. See CloudSettings.GetUniqueID to get the ID per cloud type.
Declaration
public int staticLightingCloudsUniqueID { get; set; }
Property Value
Type | Description |
---|---|
int |
staticLightingSkyUniqueID
Unique ID of the sky used for static lighting. The unique ID should be for a sky that is present in the profile. See SkySettings.GetUniqueID to get the ID per sky type.
Declaration
public int staticLightingSkyUniqueID { get; set; }
Property Value
Type | Description |
---|---|
int |