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    Struct ProbeReferenceVolume.RuntimeResources

    The resources that are bound to the runtime shaders for sampling Adaptive Probe Volume data.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering
    Assembly: Unity.RenderPipelines.Core.Runtime.dll
    Syntax
    public struct ProbeReferenceVolume.RuntimeResources

    Fields

    L0_L1rx

    Texture containing Spherical Harmonics L0 band data and first coefficient of L1_R.

    Declaration
    public RenderTexture L0_L1rx
    Field Value
    Type Description
    RenderTexture

    L1_B_rz

    Texture containing the second channel of Spherical Harmonics L1 band data and third coefficient of L1_R.

    Declaration
    public RenderTexture L1_B_rz
    Field Value
    Type Description
    RenderTexture

    L1_G_ry

    Texture containing the second channel of Spherical Harmonics L1 band data and second coefficient of L1_R.

    Declaration
    public RenderTexture L1_G_ry
    Field Value
    Type Description
    RenderTexture

    L2_0

    Texture containing the first coefficient of Spherical Harmonics L2 band data and first channel of the fifth.

    Declaration
    public RenderTexture L2_0
    Field Value
    Type Description
    RenderTexture

    L2_1

    Texture containing the second coefficient of Spherical Harmonics L2 band data and second channel of the fifth.

    Declaration
    public RenderTexture L2_1
    Field Value
    Type Description
    RenderTexture

    L2_2

    Texture containing the third coefficient of Spherical Harmonics L2 band data and third channel of the fifth.

    Declaration
    public RenderTexture L2_2
    Field Value
    Type Description
    RenderTexture

    L2_3

    Texture containing the fourth coefficient of Spherical Harmonics L2 band data.

    Declaration
    public RenderTexture L2_3
    Field Value
    Type Description
    RenderTexture

    SkyOcclusionL0L1

    Texture containing Sky Occlusion SH data (only L0 and L1 band)

    Declaration
    public RenderTexture SkyOcclusionL0L1
    Field Value
    Type Description
    RenderTexture

    SkyPrecomputedDirections

    Precomputed table of shading directions for sky occlusion shading.

    Declaration
    public ComputeBuffer SkyPrecomputedDirections
    Field Value
    Type Description
    ComputeBuffer

    SkyShadingDirectionIndices

    Texture containing Sky Shading direction indices

    Declaration
    public RenderTexture SkyShadingDirectionIndices
    Field Value
    Type Description
    RenderTexture

    Validity

    Texture containing packed validity binary data for the neighbourhood of each probe. Only used when L1. Otherwise this info is stored in the alpha channel of L2_3.

    Declaration
    public RenderTexture Validity
    Field Value
    Type Description
    RenderTexture

    cellIndices

    Indices of the various index buffers for each cell.

    Declaration
    public ComputeBuffer cellIndices
    Field Value
    Type Description
    ComputeBuffer

    index

    Index data to fetch the correct location in the Texture3D.

    Declaration
    public ComputeBuffer index
    Field Value
    Type Description
    ComputeBuffer

    Extension Methods

    AnalyticsUtils.ToNestedColumnWithDefault<T>(T, T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, T)
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