The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.
The properties are an exact match for the values shown in the Inspector.
This class is a script interface for a reflection probe component.
Reflection probes are usually just created in the Editor, but sometimes you might want to create a reflection probe from a script:
using UnityEngine;
public class Example : MonoBehaviour { void Start() { // Make a game object GameObject probeGameObject = new GameObject("The Reflection Probe");
// Add the reflection probe component ReflectionProbe probeComponent = probeGameObject.AddComponent<ReflectionProbe>() as ReflectionProbe;
// Set texture resolution probeComponent.resolution = 256;
// Reflection will be used for objects in 10 units around the position of the probe probeComponent.size = new Vector3(10, 10, 10);
// Set the position (or any transform property) probeGameObject.transform.position = new Vector3(0, 5, 0); } }
| defaultTexture | Texture which is used outside of all reflection probes (Read Only). |
| defaultTextureHDRDecodeValues | HDR decode values of the default reflection probe texture. |
| backgroundColor | The color with which the texture of reflection probe will be cleared. |
| bakedTexture | Reference to the baked texture of the reflection probe's surrounding. |
| blendDistance | Distance around probe used for blending (used in deferred probes). |
| bounds | The bounding volume of the reflection probe (Read Only). |
| boxProjection | Should this reflection probe use box projection? |
| center | The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. |
| clearFlags | How the reflection probe clears the background. |
| cullingMask | This is used to render parts of the reflecion probe's surrounding selectively. |
| customBakedTexture | Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. |
| farClipPlane | The far clipping plane distance when rendering the probe. |
| hdr | Should this reflection probe use HDR rendering? |
| importance | Reflection probe importance. |
| intensity | The intensity modifier that is applied to the texture of reflection probe in the shader. |
| mode | Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? |
| nearClipPlane | The near clipping plane distance when rendering the probe. |
| realtimeTexture | Reference to the realtime texture of the reflection probe's surroundings. Use this to assign a RenderTexture to use for realtime reflection. |
| refreshMode | Sets the way the probe will refresh.See Also: ReflectionProbeRefreshMode. |
| resolution | Resolution of the underlying reflection texture in pixels. |
| shadowDistance | Shadow drawing distance when rendering the probe. |
| size | The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. |
| texture | Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). |
| textureHDRDecodeValues | HDR decode values of the reflection probe texture. |
| timeSlicingMode | Sets this probe time-slicing modeSee Also: ReflectionProbeTimeSlicingMode. |
| IsFinishedRendering | Checks if a probe has finished a time-sliced render. |
| RenderProbe | Refreshes the probe's cubemap. |
| Reset | Revert all ReflectionProbe parameters to default. |
| BlendCubemap | Utility method to blend 2 cubemaps into a target render texture. |
| defaultReflectionSet | Adds a delegate to get notifications when the default specular Cubemap is changed. |
| reflectionProbeChanged | Adds a delegate to get notifications when a Reflection Probe is added to a Scene or removed from a Scene. |
| enabled | Включенное Поведение обновляется, выключенное Поведение не обновляется. |
| isActiveAndEnabled | Has the Behaviour had active and enabled called? |
| gameObject | Игровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту. |
| tag | Тег данного игрового объекта. |
| transform | The Transform attached to this GameObject. |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
| BroadcastMessage | Вызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков. |
| CompareTag | Помечен ли данный игровой объект тегом tag? |
| GetComponent | Возвращает компонент типа type, если он прикреплен к игровому объекту и null, если не прикреплен. |
| GetComponentInChildren | Возвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину. |
| GetComponentInParent | Возвращает все компоненты типа type из GameObject'а или из любого его родителя. |
| GetComponents | Возвращает все компоненты типа type в GameObject. |
| GetComponentsInChildren | Возвращает все компоненты типа type в GameObject или любому из его потомков. |
| GetComponentsInParent | Возвращает все компоненты типа type в GameObject или любому из его родителей. |
| SendMessage | Вызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте. |
| SendMessageUpwards | Вызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the GameObject. |
| Destroy | Удаляет GameObject, Component или 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 | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does 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. |