Version: 2017.3
放置光照探针
用于移动对象的光照探针

使用脚本放置探针

手动大量放置光照探针可能十分耗时。您可以通过编写自己的编辑器脚本来自动放置光照探针。您的脚本可创建具有 LightProbeGroup 组件的新游戏对象,然后您可以根据您选择编程的任何规则单独添加探针位置。

例如,以下脚本可将光照探针放置在圆形或圆环中。

using UnityEngine;
using System.Collections.Generic;

[RequireComponent (typeof (LightProbeGroup))]
public class LightProbesTetrahedralGrid : MonoBehaviour
{
 // 公用
 public float m_Side = 1.0f;
 public float m_Radius = 5.0f;
 public float m_InnerRadius = 0.1f;
 public float m_Height = 2.0f;
 public uint m_Levels = 3;
 const float kMinSide = 0.05f;
 const float kMinHeight = 0.05f;
 const float kMinInnerRadius = 0.1f;
 const uint kMinIterations = 4;
 public void OnValidate ()
 {
  m_Side = Mathf.Max (kMinSide, m_Side);
  m_Height = Mathf.Max (kMinHeight, m_Height);
  if (m_InnerRadius < kMinInnerRadius)
  {
   TriangleProps props = new TriangleProps (m_Side);
   m_Radius = Mathf.Max (props.circumscribedCircleRadius + 0.01f, m_Radius);
  }
  else
  {
   m_Radius = Mathf.Max (0.1f, m_Radius);
   m_InnerRadius = Mathf.Min (m_Radius, m_InnerRadius);
  }
 }
 struct TriangleProps
 {
  public TriangleProps (float triangleSide)
  {
   side = triangleSide;
   halfSide = side / 2.0f;
   height = Mathf.Sqrt (3.0f) * side / 2.0f;
   inscribedCircleRadius = Mathf.Sqrt (3.0f) * side / 6.0f;
   circumscribedCircleRadius = 2.0f * height / 3.0f;
  }
  public float side;
  public float halfSide;
  public float height;
  public float inscribedCircleRadius;
  public float circumscribedCircleRadius;
 };

 private TriangleProps m_TriangleProps;
 public void Generate ()
 {
  LightProbeGroup lightProbeGroup = GetComponent<LightProbeGroup> ();
  List<Vector3> positions = new List<Vector3> ();
  m_TriangleProps = new TriangleProps (m_Side);
  if (m_InnerRadius < kMinInnerRadius)
   GenerateCylinder (m_TriangleProps, m_Radius, m_Height, m_Levels, positions);
  else
   GenerateRing (m_TriangleProps, m_Radius, m_InnerRadius, m_Height, m_Levels, positions);
  lightProbeGroup.probePositions = positions.ToArray ();
 }
 static void AttemptAdding (Vector3 position, Vector3 center, float distanceCutoffSquared, List<Vector3> outPositions)
 {
  if ((position - center).sqrMagnitude < distanceCutoffSquared)
   outPositions.Add (position);
 }
 uint CalculateCylinderIterations (TriangleProps props, float radius)
 {
  int iterations = Mathf.CeilToInt ((radius + props.height - props.inscribedCircleRadius) / props.height);
  if (iterations > 0)
   return (uint)iterations;
  return 0;
 }
 void GenerateCylinder (TriangleProps props, float radius, float height, uint levels, List<Vector3> outPositions)
 {
  uint iterations = CalculateCylinderIterations (props, radius);
  float distanceCutoff = radius;
  float distanceCutoffSquared = distanceCutoff * distanceCutoff;
  Vector3 up = new Vector3 (props.circumscribedCircleRadius, 0.0f, 0.0f);
  Vector3 leftDown = new Vector3 (-props.inscribedCircleRadius, 0.0f, -props.halfSide);
  Vector3 rightDown = new Vector3 (-props.inscribedCircleRadius, 0.0f, props.halfSide);
  for (uint l = 0; l < levels; l++)
  {
   float tLevel = levels == 1 ? 0 : (float)l / (float)(levels - 1);
   Vector3 center = new Vector3 (0.0f, tLevel * height, 0.0f);
   if (l % 2 == 0)
   {
    for (uint i = 0; i < iterations; i++)
    {
     Vector3 upCorner = center + up + (float)i * up * 2.0f * 3.0f / 2.0f;
     Vector3 leftDownCorner = center + leftDown + (float)i * leftDown * 2.0f * 3.0f / 2.0f;
     Vector3 rightDownCorner = center + rightDown + (float)i * rightDown * 2.0f * 3.0f / 2.0f;
     AttemptAdding (upCorner, center, distanceCutoffSquared, outPositions);
     AttemptAdding (leftDownCorner, center, distanceCutoffSquared, outPositions);
     AttemptAdding (rightDownCorner, center, distanceCutoffSquared, outPositions);
     Vector3 leftDownUp = upCorner - leftDownCorner;
     Vector3 upRightDown = rightDownCorner - upCorner;
     Vector3 rightDownLeftDown = leftDownCorner - rightDownCorner;
     uint subdiv = 3 * i + 1;
     for (uint s = 1; s < subdiv; s++)
     {
      Vector3 leftDownUpSubdiv = leftDownCorner + leftDownUp * (float)s / (float)subdiv;
      AttemptAdding (leftDownUpSubdiv, center, distanceCutoffSquared, outPositions);
      Vector3 upRightDownSubdiv = upCorner + upRightDown * (float)s / (float)subdiv;
      AttemptAdding (upRightDownSubdiv, center, distanceCutoffSquared, outPositions);
      Vector3 rightDownLeftDownSubdiv = rightDownCorner + rightDownLeftDown * (float)s / (float)subdiv;
      AttemptAdding (rightDownLeftDownSubdiv, center, distanceCutoffSquared, outPositions);
     }
    }
   }
   else
   {
    for (uint i = 0; i < iterations; i++)
    {
     Vector3 upCorner = center + (float)i * (2.0f * up * 3.0f / 2.0f);
     Vector3 leftDownCorner = center + (float)i * (2.0f * leftDown * 3.0f / 2.0f);
     Vector3 rightDownCorner = center + (float)i * (2.0f * rightDown * 3.0f / 2.0f);
     AttemptAdding (upCorner, center, distanceCutoffSquared, outPositions);
     AttemptAdding (leftDownCorner, center, distanceCutoffSquared, outPositions);
     AttemptAdding (rightDownCorner, center, distanceCutoffSquared, outPositions);
     Vector3 leftDownUp = upCorner - leftDownCorner;
     Vector3 upRightDown = rightDownCorner - upCorner;
     Vector3 rightDownLeftDown = leftDownCorner - rightDownCorner;
     uint subdiv = 3 * i;
     for (uint s = 1; s < subdiv; s++)
     {
      Vector3 leftDownUpSubdiv = leftDownCorner + leftDownUp * (float)s / (float)subdiv;
      AttemptAdding (leftDownUpSubdiv, center, distanceCutoffSquared, outPositions);
      Vector3 upRightDownSubdiv = upCorner + upRightDown * (float)s / (float)subdiv;
      AttemptAdding (upRightDownSubdiv, center, distanceCutoffSquared, outPositions);
      Vector3 rightDownLeftDownSubdiv = rightDownCorner + rightDownLeftDown * (float)s / (float)subdiv;
      AttemptAdding (rightDownLeftDownSubdiv, center, distanceCutoffSquared, outPositions);
     }
    }
   }
  }
 }
 void GenerateRing (TriangleProps props, float radius, float innerRadius, float height, uint levels, List<Vector3> outPositions)
 {
  float chordLength = props.side;
  float angle = Mathf.Clamp (2.0f * Mathf.Asin (chordLength / (2.0f * radius)), 0.01f, 2.0f * Mathf.PI);
  uint slicesAtRadius = (uint)Mathf.FloorToInt (2.0f * Mathf.PI / angle);
  uint layers = (uint)Mathf.Max (Mathf.Ceil ((radius - innerRadius) / props.height), 0.0f);
  for (uint level = 0; level < levels; level++)
  {
   float tLevel = levels == 1 ? 0 : (float)level / (float)(levels - 1);
   float y = height * tLevel;
   float iterationOffset0 = level % 2 == 0 ? 0.0f : 0.5f;
   for (uint layer = 0; layer < layers; layer++)
   {
    float tLayer = layers == 1 ? 1.0f : (float)layer / (float)(layers - 1);
    float tIterations = (tLayer * (radius - innerRadius) + innerRadius - kMinInnerRadius) / (radius - kMinInnerRadius);
    uint slices = (uint)Mathf.CeilToInt (Mathf.Lerp (kMinIterations, slicesAtRadius, tIterations));
    float x = innerRadius + (radius - innerRadius) * tLayer;
    Vector3 position = new Vector3 (x, y, 0.0f);
    float layerSliceOffset = layer % 2 == 0 ? 0.0f : 0.5f;
    for (uint slice = 0; slice < slices; slice++)
    {
     Quaternion rotation = Quaternion.Euler (0.0f, (slice + iterationOffset0 + layerSliceOffset) * 360.0f / (float)slices, 0.0f);
     outPositions.Add (rotation * position);
    }
   }
  }
 }
}

  • 2017–06–08 页面已发布但未经编辑审查

  • 在 5.6 版更新了光照探针

放置光照探针
用于移动对象的光照探针