Vixen
02b45cc4
csharp
public sealed class EnvironmentLight

The 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 Irradiance

    The diffuse irradiance, as an order-2 projection of the environment's radiance.

  • public TextureViewHandle Prefiltered

    The prefiltered radiance, one mip per roughness.

  • public SamplerHandle Sampler

    How the prefiltered cube is sampled.

  • public int MipCount

    How many levels the prefiltered chain has.

  • public float Intensity

    What 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