pub struct ReflectionProbe {Show 25 fields
pub m_BackGroundColor: ColorRGBA,
pub m_BakedTexture: PPtr,
pub m_BoxOffset: Vector3f,
pub m_BoxProjection: bool,
pub m_BoxSize: Vector3f,
pub m_ClearFlags: u32,
pub m_CullingMask: BitField,
pub m_CustomBakedTexture: PPtr,
pub m_Enabled: u8,
pub m_FarClip: f32,
pub m_GameObject: PPtr,
pub m_HDR: bool,
pub m_Importance: i32,
pub m_IntensityMultiplier: f32,
pub m_Mode: i32,
pub m_NearClip: f32,
pub m_RefreshMode: i32,
pub m_RenderDynamicObjects: bool,
pub m_Resolution: i32,
pub m_ShadowDistance: f32,
pub m_TimeSlicingMode: i32,
pub m_Type: i32,
pub m_UpdateFrequency: i32,
pub m_UseOcclusionCulling: bool,
pub m_BlendDistance: Option<f32>,
}Expand description
ReflectionProbe is a class of the Unity engine since version 5.0.0f4. Exert from Unity’s scripting documentation: 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:
Fields§
§m_BackGroundColor: ColorRGBAThe color with which the texture of reflection probe will be cleared.
m_BakedTexture: PPtrReference to the baked texture of the reflection probe’s surrounding.
PPtr<Texture>: (5.0.0f4 - 2022.3.2f1)
m_BoxOffset: Vector3f§m_BoxProjection: boolShould this reflection probe use box projection?
m_BoxSize: Vector3f§m_ClearFlags: u32How the reflection probe clears the background.
m_CullingMask: BitFieldThis is used to render parts of the reflecion probe’s surrounding selectively.
m_CustomBakedTexture: PPtrReference to the baked texture of the reflection probe’s surrounding. Use this to assign custom reflection texture.
PPtr<Texture>: (5.0.0f4 - 2022.3.2f1)
m_Enabled: u8Enabled Behaviours are Updated, disabled Behaviours are not.
m_FarClip: f32§m_GameObject: PPtrThe game object this component is attached to. A component is always attached to a game object.
PPtr<GameObject>: (5.0.0f4 - 2022.3.2f1)
m_HDR: boolShould this reflection probe use HDR rendering?
m_Importance: i32Reflection probe importance.
m_IntensityMultiplier: f32§m_Mode: i32Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)?
m_NearClip: f32§m_RefreshMode: i32Sets the way the probe will refresh.See Also: ReflectionProbeRefreshMode.
m_RenderDynamicObjects: boolSpecifies whether Unity should render non-static GameObjects into the Reflection Probe. If you set this to true, Unity renders non-static GameObjects into the Reflection Probe. If you set this to false, Unity does not render non-static GameObjects into the Reflection Probe. Unity only takes this property into account if the Reflection Probe’s Type is Custom.
m_Resolution: i32Resolution of the underlying reflection texture in pixels.
m_ShadowDistance: f32Shadow drawing distance when rendering the probe.
m_TimeSlicingMode: i32Sets this probe time-slicing modeSee Also: ReflectionProbeTimeSlicingMode.
m_Type: i32§m_UpdateFrequency: i32§m_UseOcclusionCulling: bool§m_BlendDistance: Option<f32>Distance around probe used for blending (used in deferred probes). f32: (5.2.0f2 - 2022.3.2f1)