Version: 5.3 (switch to 5.4b)
IdiomaEnglish
  • C#
  • JS

Idioma de script

Selecciona tu lenguaje de programación favorito. Todos los fragmentos de código serán mostrados en este lenguaje.

LightProbes.bakedProbes

Sugiere un cambio

¡Éxito!

Gracias por ayudarnos a mejorar la calidad de la documentación de Unity. A pesar de que no podemos aceptar todas las sugerencias, leemos cada cambio propuesto por nuestros usuarios y actualizaremos los que sean aplicables.

Cerrar

No se puedo enviar

Por alguna razón su cambio sugerido no pudo ser enviado. Por favor <a>intente nuevamente</a> en unos minutos. Gracias por tomarse un tiempo para ayudarnos a mejorar la calidad de la documentación de Unity.

Cerrar

Cancelar

Cambiar al Manual
public var bakedProbes: SphericalHarmonicsL2[];
public SphericalHarmonicsL2[] bakedProbes;

Descripción

Coefficients of baked light probes.

#pragma strict
public var m_Ambient;
public var m_Lights;

// On start add the contribution of the ambient light and all lights // assigned to the lights array to all baked probes. function Start() { var bakedProbes = LightmapSettings.lightProbes.bakedProbes; var probePositions = LightmapSettings.lightProbes.positions; var probeCount = LightmapSettings.lightProbes.count;

// Clear all probes for (var i = 0; i < probeCount; i++) bakedProbes[i].Clear();

// Add ambient light to all probes for (var i = 0; i < probeCount; i++) bakedProbes[i].AddAmbientLight(m_Ambient);

// Add directional and point lights' contribution to all probes for (var l in m_Lights) { if (l.type == LightType.Directional) { for (var i = 0; i < probeCount; i++) bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity); } elseif (l.type == LightType.Point) { for (var i = 0; i < probeCount; i++) SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, bakedProbes[i]); } } LightmapSettings.lightProbes.bakedProbes = bakedProbes; }

function SHAddPointLight(probePosition, position, range, color, intensity, sh) { // From the point of view of an SH probe, point light looks no different than a directional light, // just attenuated and coming from the right direction. var probeToLight = position - probePosition; var attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range)); sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation); }
using UnityEngine;
using UnityEngine.Rendering;

public class ExampleClass : MonoBehaviour { public Color m_Ambient; public Light[] m_Lights; // On start add the contribution of the ambient light and all lights // assigned to the lights array to all baked probes. void Start() { SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes; Vector3[] probePositions = LightmapSettings.lightProbes.positions; int probeCount = LightmapSettings.lightProbes.count; // Clear all probes for (int i = 0; i < probeCount; i++) bakedProbes[i].Clear(); // Add ambient light to all probes for (int i = 0; i < probeCount; i++) bakedProbes[i].AddAmbientLight(m_Ambient); // Add directional and point lights' contribution to all probes foreach (Light l in m_Lights) { if (l.type == LightType.Directional) { for (int i = 0; i < probeCount; i++) bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity); } else if (l.type == LightType.Point) { for (int i = 0; i < probeCount; i++) SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, ref bakedProbes[i]); } } LightmapSettings.lightProbes.bakedProbes = bakedProbes; }

void SHAddPointLight(Vector3 probePosition, Vector3 position, float range, Color color, float intensity, ref SphericalHarmonicsL2 sh) { // From the point of view of an SH probe, point light looks no different than a directional light, // just attenuated and coming from the right direction. Vector3 probeToLight = position - probePosition; float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range)); sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation); } }