input | 浮点值的数组,用于实时 GI 环境光照。 |
允许在不更改天空盒材质的情况下重写实时 GI 的远处环境光照。
该输入数组表示一个立方体,其每个面均为 8 x 8 个纹理像素,每个纹理像素均为 4 个浮点值(对于纹理像素颜色的 RGBA 值),因此该数组的大小为 8*8*6*4 = 1536 个浮点值。
注意,更改远处环境光源或环境光照强度将覆盖使用此函数设置的数据。
using UnityEngine;
public class ExampleScript : MonoBehaviour { void Start() { // Set custom environment data for Realtime GI. const int kCubeSize = 8 * 8; const int kEnvironmentDataSize = kCubeSize * 6 * 4; float[] envData = new float[kEnvironmentDataSize];
for (int c = 0; c < 6; ++c) // cube has 6 sides. { for (int i = 0; i < kCubeSize; i += 4) { int index = c * kCubeSize;
// Fill with default values. envData[index + i + 0] = 0.0f; envData[index + i + 1] = 0.0f; envData[index + i + 2] = 0.0f; envData[index + i + 3] = 1.0f;
// Funky colors on each cube face. envData[index + i + (c / 2)] = 4.0f * (float)i / (float)kCubeSize; } }
// Send the generated environment data to the GI system. DynamicGI.SetEnvironmentData(envData); } }
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