ReflectionProbe
class in UnityEngine
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Inherits from:Behaviour
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Implemented in:UnityEngine.CoreModule
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Description 描述
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); } }
Static Properties
| defaultTexture | Texture which is used outside of all reflection probes (Read Only). | ||
| defaultTextureHDRDecodeValues | HDR decode values of the default reflection probe texture. |
Properties 属性
| 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. |
Public Methods 公共方法
| IsFinishedRendering | Checks if a probe has finished a time-sliced render. | ||
| RenderProbe | Refreshes the probe's cubemap. | ||
| Reset | Revert all ReflectionProbe parameters to default. |
Static Methods 静态方法
| BlendCubemap | Utility method to blend 2 cubemaps into a target render texture. |
Events
| 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. |
Inherited Members 继承成员
Properties 属性
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | ||
| isActiveAndEnabled | Has the Behaviour had active and enabled called? | ||
| gameObject | The game object this component is attached to. A component is always attached to a game object. | ||
| tag | The tag of this game object. | ||
| 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. |
Public Methods 公共方法
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | ||
| CompareTag | Is this game object tagged with tag ? | ||
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. | ||
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | ||
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | ||
| GetComponents | Returns all components of Type type in the GameObject. | ||
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. | ||
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | ||
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | ||
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | ||
| TryGetComponent | Gets the component of the specified type, if it exists. | ||
| GetInstanceID | Returns the instance id of the object. | ||
| ToString | Returns the name of the object. |
Static Methods 静态方法
| Destroy | Removes a GameObject, component or 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. |
Operators 运算符
| 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. |