ライトマッピングのジョブを制御することができます。
ジョブを開始する前に LightmapEditorSettings 経由でベイクの設定ができます。
See Also: LightmapEditorSettings.
bakedGI | ベイクされた GI は使用可能か。 |
bounceBoost | アルベドをブーストします。 |
buildProgress | 現在のライトマッピングのビルドの進行状況を返すか Lightmapping.isRunning が False の場合に 0 を返します。 |
giWorkflowMode | ライトマップは使用されるワークフローモードをベイクします。繰り返しモードがデフォルトですが、ベイクボタンを押したときのみにベイクするオンデマンドモードに切り替えることができます。 |
indirectOutputScale | 間接ライティングのスケール |
isRunning | ベイクを実行中は True を返します。それ以外は False です。 (Read Only) |
lightingDataAsset | The lighting data asset used by the active Scene. |
realtimeGI | リアルタイム GI は使用可能か。 |
Bake | Starts a synchronous bake job. |
BakeAsync | 非同期でベイクを行います |
BakeMultipleScenes | Bakes an array of Scenes. |
BakeReflectionProbe | 同期でプローブのベイク処理を行います |
Cancel | 非同期で行なわれているベイク処理をキャンセルします |
Clear | Deletes all runtime data for the currently loaded Scenes. |
ClearDiskCache | ライトマップ、リフレクションプローブやデフォルトのリフレクションで使用されたキャッシュをクリアします。 |
ClearLightingDataAsset | For the currently loaded Scenes, this method deletes the Lighting Data Asset and any linked lightmaps and Reflection Probe assets. |
ForceStop | Force the Progressive Path Tracer to stop baking and use the computed results as they are. |
GetTerrainGIChunks | GI をベイクするために Terrain が分割される多くのチャンクを取得します。 |
Tetrahedralize | Calculates tetrahderons from positions using Delaunay Tetrahedralization. |
bakeCompleted | Event which is called when bake job is completed. Only called in Lightmapping.GIWorkflowMode.OnDemand mode. |
bakeStarted | Event which is called when a bake is started. Only called in Lightmapping.GIWorkflowMode.OnDemand mode. |
lightingDataUpdated | Event which is called when any lighting data is updated as part of the GI backing process. |
started | Delegate which is called when bake job is started. |
OnCompletedFunction | Lightmapping.completed コールバックで使用されるデリゲート |
OnStartedFunction | Delegate used by Lightmapping.started callback. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.