public sealed class ReflectionProbeA local capture of the surroundings, standing in for the sky where it applies.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
An environment map answers "what is around this scene"; a probe answers "what is around here", which is the difference between a room whose mirrors reflect the room and one whose mirrors reflect the sky through the walls.
Prefiltered exactly as the environment is — same chain, same roughness-to-level mapping — because a surface blending between the two at a probe's edge would otherwise change apparent roughness as it crossed.
Fields and properties (8)
public Vector3 CapturePositionWhere the cube was captured from.
public BoundingBox BoundsThe volume the probe describes, in world space.
public float RadiusThe radius of a spherical probe, or zero for the box.
public float BlendDistanceOver what distance the probe fades out at its boundary, in metres.
public int PriorityWhich probe wins where two overlap. Higher takes precedence.
public TextureViewHandle PrefilteredThe prefiltered radiance.
public SamplerHandle SamplerHow it is sampled.
public int MipCountHow many levels the prefiltered chain has.
Methods (3)
public bool Contains(Vector3 position)Whether a point is inside the probe's volume at all.
public float WeightAt(Vector3 position)How much of this probe a point takes, from one at its centre to zero outside it.
public void Apply(ParameterCollection parameters, int index, string shaderName = "ForwardPlus")Writes this probe into one slot of the set a pass has bound.
Used by (9)
- EnvironmentLightingTestsVixen.Rendering.Tests
- ForwardFrameTestsVixen.Rendering.Tests
- ForwardLightingTestsVixen.Rendering.Tests
- ObjectRecordTestsVixen.Rendering.Tests
- ReflectionProbeMissVixen.Rendering
- ReflectionProbeSelectorVixen.Rendering
- ReflectionTraceDeviceTestsVixen.Graphics.Golden.Tests
- SceneLightingVixen.Rendering
- SceneLightingTestsVixen.Rendering.Tests