烘焙光照探针的系数。
另请参阅:SphericalHarmonicsL2。
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);
}
}