Coefficients of baked light probes.
See Also: SphericalHarmonicsL2.
#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); } }