Version: 2020.1
언어: 한국어

LightProbeProxyVolume

class in UnityEngine

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다음으로부터 상속:Behaviour

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설명

The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.

By default, a probe-lit Renderer receives lighting from a single Light Probe that is interpolated from the surrounding Light Probes in the Scene. Because of this, GameObjects have constant ambient lighting regardless of their position on the surface. The light has have a rotational gradient because it's using spherical harmonics, but it lacks a spatial gradient. This is more noticeable on larger GameObjects and Particle Systems. The lighting across the GameObject matches the lighting at the anchor point, and if the GameObject straddles a lighting gradient, parts of the GameObject will look incorrect.

This component will generate a 3D grid of interpolated Light Probes inside a bounding volume. The resolution of the grid can be user-specified. The spherical harmonics coefficients of the interpolated Light Probes are updated into 3D textures, which are sampled at render time to compute the contribution to the diffuse ambient lighting. This adds a spatial gradient to probe-lit GameObjects.

See Also: Light Probes.

정적 변수

isFeatureSupportedChecks if Light Probe Proxy Volumes are supported.

변수

boundingBoxModeThe bounding box mode for generating the 3D grid of interpolated Light Probes.
boundsGlobalThe world-space bounding box in which the 3D grid of interpolated Light Probes is generated.
gridResolutionXThe 3D grid resolution on the z-axis.
gridResolutionYThe 3D grid resolution on the y-axis.
gridResolutionZThe 3D grid resolution on the z-axis.
originCustomThe local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated.
probeDensityInterpolated Light Probe density.
probePositionModeThe mode in which the interpolated Light Probe positions are generated.
qualityModeDetermines how many Spherical Harmonics bands will be evaluated to compute the ambient color.
refreshModeSets the way the Light Probe Proxy Volume refreshes.
resolutionModeThe resolution mode for generating the grid of interpolated Light Probes.
sizeCustomThe size of the bounding box in which the 3D grid of interpolated Light Probes is generated.

Public 함수

UpdateTriggers an update of the Light Probe Proxy Volume.

상속된 멤버

변수

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children. Works recursively.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

정적 함수

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.