public sealed class EnvironmentLightThe light a whole environment casts: a prefiltered cube for reflections, nine coefficients for everything else.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The two halves of the split-sum approximation as a frame holds them, which is the answer to "what does the sky contribute" for every surface that is not looking at a lamp. A scene has one of these; a reflection probe is the same shape with bounds around it.
Both halves come from EnvironmentBaker, and they have to come from the same source. Coefficients projected from one environment and a chain prefiltered from another give a surface whose reflection and whose ambient disagree, which reads as a material with the wrong roughness rather than as two mismatched bakes.
Fields and properties (5)
public ShCoefficients IrradianceThe diffuse irradiance, as an order-2 projection of the environment's radiance.
public TextureViewHandle PrefilteredThe prefiltered radiance, one mip per roughness.
public SamplerHandle SamplerHow the prefiltered cube is sampled.
public int MipCountHow many levels the prefiltered chain has.
public float IntensityWhat both halves are multiplied by.
Methods (1)
public void Apply(ParameterCollection parameters, string shaderName = "ForwardPlus")Writes this environment into the parameters a pass reads.
Used by (7)
- ArenaThirdPersonShooter
- ArenaFrameThirdPersonShooter
- EnvironmentLightingTestsVixen.Rendering.Tests
- EnvironmentTextureVixen.Rendering
- ForwardFrameTestsVixen.Rendering.Tests
- SceneLightingVixen.Rendering
- SceneLightingTestsVixen.Rendering.Tests