存储所有当前已加载场景的光照探针。
数据包括:探针位置、球谐函数 (SH) 系数和四面体曲面细分。
可在运行时修改这些系数并更新四面体曲面细分。还可以使用 LightmapSettings.lightProbes 将整个 LightProbes
对象交换到不同的预烘培对象。
另请参阅:Unity 手册中的光照探针、LightmapSettings、ReceiveGI。
bakedProbes | 烘焙光照探针的系数。 |
cellCount | 空间划分为的单元格数(只读)。 |
count | 光照探针数(只读)。 |
positions | 烘焙光照探针的位置(只读)。 |
CalculateInterpolatedLightAndOcclusionProbes | 计算给定世界空间位置处的光照探针和遮挡探针。 |
GetInterpolatedProbe | 对于合并的实时和烘焙光照探针,返回给定位置的插值探针。 |
Tetrahedralize | 同步四面体化所有当前已加载的 LightProbe 位置。 |
TetrahedralizeAsync | 异步四面体化所有当前已加载的 LightProbe 位置。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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