docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class ProbeVolume

    A marker to determine what area of the scene is considered by the Probe Volumes system

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    ProbeVolume
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering
    Assembly: Unity.RenderPipelines.Core.Runtime.dll
    Syntax
    [CoreRPHelpURL("probevolumes-settings#probe-volume-properties", "com.unity.render-pipelines.high-definition")]
    [ExecuteAlways]
    [AddComponentMenu("Rendering/Adaptive Probe Volume")]
    public class ProbeVolume : MonoBehaviour

    Fields

    fillEmptySpaces

    Whether spaces with no renderers need to be filled with bricks at lowest subdivision level.

    Declaration
    [HideInInspector]
    [Tooltip("Whether Unity should fill empty space between renderers with bricks at the lowest subdivision level.")]
    public bool fillEmptySpaces
    Field Value
    Type Description
    bool

    globalVolume

    If is a global bolume

    Declaration
    [SerializeField]
    [Obsolete("Use mode instead")]
    public bool globalVolume
    Field Value
    Type Description
    bool

    highestSubdivLevelOverride

    The highest subdivision level override

    Declaration
    [HideInInspector]
    public int highestSubdivLevelOverride
    Field Value
    Type Description
    int

    lowestSubdivLevelOverride

    The lowest subdivision level override

    Declaration
    [HideInInspector]
    public int lowestSubdivLevelOverride
    Field Value
    Type Description
    int

    minRendererVolumeSize

    The minimum renderer bounding box volume size. This value is used to discard small renderers when the overrideMinRendererVolumeSize is enabled.

    Declaration
    [HideInInspector]
    [Min(0)]
    public float minRendererVolumeSize
    Field Value
    Type Description
    float

    mode

    If is a global bolume

    Declaration
    [Tooltip("When set to Global this Probe Volume considers all renderers with Contribute Global Illumination enabled. Local only considers renderers in the scene.\nThis list updates every time the Scene is saved or the lighting is baked.")]
    public ProbeVolume.Mode mode
    Field Value
    Type Description
    ProbeVolume.Mode

    objectLayerMask

    The LayerMask

    Declaration
    public LayerMask objectLayerMask
    Field Value
    Type Description
    LayerMask

    overrideRendererFilters

    Override the renderer filters.

    Declaration
    [HideInInspector]
    [Min(0)]
    public bool overrideRendererFilters
    Field Value
    Type Description
    bool

    overridesSubdivLevels

    If the subdivision levels need to be overriden

    Declaration
    [HideInInspector]
    public bool overridesSubdivLevels
    Field Value
    Type Description
    bool

    size

    The size

    Declaration
    public Vector3 size
    Field Value
    Type Description
    Vector3

    Methods

    GetExtents()

    Returns the extents of the volume.

    Declaration
    public Vector3 GetExtents()
    Returns
    Type Description
    Vector3

    The extents of the ProbeVolume.

    GetHashCode()

    Declaration
    public override int GetHashCode()
    Returns
    Type Description
    int
    Overrides
    UnityEngine.Object.GetHashCode()

    GetVolume()

    Declaration
    public Matrix4x4 GetVolume()
    Returns
    Type Description
    Matrix4x4

    Extension Methods

    ReflectionUtils.GetField(object, string)
    ReflectionUtils.GetFields(object)
    ReflectionUtils.Invoke(object, string, params object[])
    ReflectionUtils.SetField(object, string, object)
    AnalyticsUtils.ToNestedColumnWithDefault<T>(T, T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, T)
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)