Stores light probe data for all currently loaded Scenes.
The data includes: probe positions, Spherical Harmonics (SH) coefficients and the tetrahedral tessellation.
You can modify the coefficients and update the tetrahedral tessellation at runtime. You can also swap the entire LightProbes
object for a different pre-baked one using LightmapSettings.lightProbes.
See Also: Light Probes in the Unity Manual, LightmapSettings, ReceiveGI.
bakedProbes | ベイクされたライトプローブの係数 |
cellCount | セルの空間に分割されている数(Read Only) |
count | ライトプローブの数(読み取り専用) |
positions | ベイクされたライトプローブの位置(読み取り専用) |
CalculateInterpolatedLightAndOcclusionProbes | Calculate light probes and occlusion probes at the given world space positions. |
GetInterpolatedProbe | リアルタイムとベイクされたライトプローブの組み合わせとの両方の指定位置の補間されたプローブを返します。 |
Tetrahedralize | Synchronously tetrahedralize the currently loaded LightProbe positions. |
TetrahedralizeAsync | Asynchronously tetrahedralize the currently loaded LightProbe positions. |
needsRetetrahedralization | An event which is called when the number of currently loaded light probes changes due to additive scene loading or unloading. |
tetrahedralizationCompleted | Event which is called after LightProbes.Tetrahedralize or LightProbes.TetrahedralizeAsync has finished computing a tetrahedralization. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |