存储所有当前已加载场景的光照探针。
数据包括:探针位置、球谐函数 (SH) 系数和四面体曲面细分。
可在运行时修改这些系数并更新四面体曲面细分。还可以使用 LightmapSettings.lightProbes 将整个 LightProbes
对象交换到不同的预烘培对象。
另请参阅:Unity 手册中的光照探针、LightmapSettings、ReceiveGI。
bakedProbes | 烘焙光照探针的系数。 |
cellCount | 空间划分为的单元格数(只读)。 |
count | 光照探针数(只读)。 |
positions | 烘焙光照探针的位置(只读)。 |
CalculateInterpolatedLightAndOcclusionProbes | 计算给定世界空间位置处的光照探针和遮挡探针。 |
GetInterpolatedProbe | 对于合并的实时和烘焙光照探针,返回给定位置的插值探针。 |
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. |