Grup Probe Cahaya
Probe Cahaya untuk objek bergerak

Menempatkan Probe Cahaya menggunakan scripting

Menempatkan Light Probesprobe cahaya menyimpan informasi tentang bagaimana cahaya melewati ruang di tempat kejadian Anda. Koleksi probe cahaya yang diatur dalam ruang tertentu dapat meningkatkan pencahayaan pada objek bergerak dan pemandangan LOD statis dalam ruang itu. More info
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atas tingkat besar dengan tangan dapat memakan waktu. Anda dapat mengotomatiskan penempatan probe cahaya dengan menulis editor Anda sendiri scriptsSepotong kode yang memungkinkan Anda untuk membuat Komponen Anda sendiri, memicu peristiwa permainan, memodifikasi sifat komponen dari waktu ke waktu dan menanggapi input pengguna dengan cara apa pun yang Anda sukai. More info
Lihat di Glossary
. Skrip Anda dapat membuat GameObjectObjek mendasar dalam adegan Unity, yang dapat mewakili karakter, props, pemandangan, kamera, waypoints, dan banyak lagi. Fungsi GameObject didefinisikan oleh Komponen yang melekat padanya. More info
Lihat di Glossary
baru dengan komponen LightProbeGroup, dan Anda dapat menambahkan posisi probe secara individual sesuai dengan aturan yang Anda pilih untuk program.

Misalnya, skrip ini dapat menempatkan Probe Cahaya dalam lingkaran atau cincin.

using UnityEngine;
using System.Collections.Generic;

[RequireComponent (typeof (LightProbeGroup))]
public class LightProbesTetrahedralGrid : MonoBehaviour
{
 // Common
 public float m_Side = 1.0f;
 public float m_Radius = 5.0f;
 public float m_InnerRadius = 0.1f;
 public float m_Height = 2.0f;
 public uint m_Levels = 3;
 const float kMinSide = 0.05f;
 const float kMinHeight = 0.05f;
 const float kMinInnerRadius = 0.1f;
 const uint kMinIterations = 4;
 public void OnValidate ()
 {
  m_Side = Mathf.Max (kMinSide, m_Side);
  m_Height = Mathf.Max (kMinHeight, m_Height);
  if (m_InnerRadius < kMinInnerRadius)
  {
   TriangleProps props = new TriangleProps (m_Side);
   m_Radius = Mathf.Max (props.circumscribedCircleRadius + 0.01f, m_Radius);
  }
  else
  {
   m_Radius = Mathf.Max (0.1f, m_Radius);
   m_InnerRadius = Mathf.Min (m_Radius, m_InnerRadius);
  }
 }
 struct TriangleProps
 {
  public TriangleProps (float triangleSide)
  {
   side = triangleSide;
   halfSide = side / 2.0f;
   height = Mathf.Sqrt (3.0f) * side / 2.0f;
   inscribedCircleRadius = Mathf.Sqrt (3.0f) * side / 6.0f;
   circumscribedCircleRadius = 2.0f * height / 3.0f;
  }
  public float side;
  public float halfSide;
  public float height;
  public float inscribedCircleRadius;
  public float circumscribedCircleRadius;
 };

 private TriangleProps m_TriangleProps;
 public void Generate ()
 {
  LightProbeGroup lightProbeGroup = GetComponent<LightProbeGroup> ();
  List<Vector3> positions = new List<Vector3> ();
  m_TriangleProps = new TriangleProps (m_Side);
  if (m_InnerRadius < kMinInnerRadius)
   GenerateCylinder (m_TriangleProps, m_Radius, m_Height, m_Levels, positions);
  else
   GenerateRing (m_TriangleProps, m_Radius, m_InnerRadius, m_Height, m_Levels, positions);
  lightProbeGroup.probePositions = positions.ToArray ();
 }
 static void AttemptAdding (Vector3 position, Vector3 center, float distanceCutoffSquared, List<Vector3> outPositions)
 {
  if ((position - center).sqrMagnitude < distanceCutoffSquared)
   outPositions.Add (position);
 }
 uint CalculateCylinderIterations (TriangleProps props, float radius)
 {
  int iterations = Mathf.CeilToInt ((radius + props.height - props.inscribedCircleRadius) / props.height);
  if (iterations > 0)
   return (uint)iterations;
  return 0;
 }
 void GenerateCylinder (TriangleProps props, float radius, float height, uint levels, List<Vector3> outPositions)
 {
  uint iterations = CalculateCylinderIterations (props, radius);
  float distanceCutoff = radius;
  float distanceCutoffSquared = distanceCutoff * distanceCutoff;
  Vector3 up = new Vector3 (props.circumscribedCircleRadius, 0.0f, 0.0f);
  Vector3 leftDown = new Vector3 (-props.inscribedCircleRadius, 0.0f, -props.halfSide);
  Vector3 rightDown = new Vector3 (-props.inscribedCircleRadius, 0.0f, props.halfSide);
  for (uint l = 0; l < levels; l++)
  {
   float tLevel = levels == 1 ? 0 : (float)l / (float)(levels - 1);
   Vector3 center = new Vector3 (0.0f, tLevel * height, 0.0f);
   if (l % 2 == 0)
   {
    for (uint i = 0; i < iterations; i++)
    {
     Vector3 upCorner = center + up + (float)i * up * 2.0f * 3.0f / 2.0f;
     Vector3 leftDownCorner = center + leftDown + (float)i * leftDown * 2.0f * 3.0f / 2.0f;
     Vector3 rightDownCorner = center + rightDown + (float)i * rightDown * 2.0f * 3.0f / 2.0f;
     AttemptAdding (upCorner, center, distanceCutoffSquared, outPositions);
     AttemptAdding (leftDownCorner, center, distanceCutoffSquared, outPositions);
     AttemptAdding (rightDownCorner, center, distanceCutoffSquared, outPositions);
     Vector3 leftDownUp = upCorner - leftDownCorner;
     Vector3 upRightDown = rightDownCorner - upCorner;
     Vector3 rightDownLeftDown = leftDownCorner - rightDownCorner;
     uint subdiv = 3 * i + 1;
     for (uint s = 1; s < subdiv; s++)
     {
      Vector3 leftDownUpSubdiv = leftDownCorner + leftDownUp * (float)s / (float)subdiv;
      AttemptAdding (leftDownUpSubdiv, center, distanceCutoffSquared, outPositions);
      Vector3 upRightDownSubdiv = upCorner + upRightDown * (float)s / (float)subdiv;
      AttemptAdding (upRightDownSubdiv, center, distanceCutoffSquared, outPositions);
      Vector3 rightDownLeftDownSubdiv = rightDownCorner + rightDownLeftDown * (float)s / (float)subdiv;
      AttemptAdding (rightDownLeftDownSubdiv, center, distanceCutoffSquared, outPositions);
     }
    }
   }
   else
   {
    for (uint i = 0; i < iterations; i++)
    {
     Vector3 upCorner = center + (float)i * (2.0f * up * 3.0f / 2.0f);
     Vector3 leftDownCorner = center + (float)i * (2.0f * leftDown * 3.0f / 2.0f);
     Vector3 rightDownCorner = center + (float)i * (2.0f * rightDown * 3.0f / 2.0f);
     AttemptAdding (upCorner, center, distanceCutoffSquared, outPositions);
     AttemptAdding (leftDownCorner, center, distanceCutoffSquared, outPositions);
     AttemptAdding (rightDownCorner, center, distanceCutoffSquared, outPositions);
     Vector3 leftDownUp = upCorner - leftDownCorner;
     Vector3 upRightDown = rightDownCorner - upCorner;
     Vector3 rightDownLeftDown = leftDownCorner - rightDownCorner;
     uint subdiv = 3 * i;
     for (uint s = 1; s < subdiv; s++)
     {
      Vector3 leftDownUpSubdiv = leftDownCorner + leftDownUp * (float)s / (float)subdiv;
      AttemptAdding (leftDownUpSubdiv, center, distanceCutoffSquared, outPositions);
      Vector3 upRightDownSubdiv = upCorner + upRightDown * (float)s / (float)subdiv;
      AttemptAdding (upRightDownSubdiv, center, distanceCutoffSquared, outPositions);
      Vector3 rightDownLeftDownSubdiv = rightDownCorner + rightDownLeftDown * (float)s / (float)subdiv;
      AttemptAdding (rightDownLeftDownSubdiv, center, distanceCutoffSquared, outPositions);
     }
    }
   }
  }
 }
 void GenerateRing (TriangleProps props, float radius, float innerRadius, float height, uint levels, List<Vector3> outPositions)
 {
  float chordLength = props.side;
  float angle = Mathf.Clamp (2.0f * Mathf.Asin (chordLength / (2.0f * radius)), 0.01f, 2.0f * Mathf.PI);
  uint slicesAtRadius = (uint)Mathf.FloorToInt (2.0f * Mathf.PI / angle);
  uint layers = (uint)Mathf.Max (Mathf.Ceil ((radius - innerRadius) / props.height), 0.0f);
  for (uint level = 0; level < levels; level++)
  {
   float tLevel = levels == 1 ? 0 : (float)level / (float)(levels - 1);
   float y = height * tLevel;
   float iterationOffset0 = level % 2 == 0 ? 0.0f : 0.5f;
   for (uint layer = 0; layer < layers; layer++)
   {
    float tLayer = layers == 1 ? 1.0f : (float)layer / (float)(layers - 1);
    float tIterations = (tLayer * (radius - innerRadius) + innerRadius - kMinInnerRadius) / (radius - kMinInnerRadius);
    uint slices = (uint)Mathf.CeilToInt (Mathf.Lerp (kMinIterations, slicesAtRadius, tIterations));
    float x = innerRadius + (radius - innerRadius) * tLayer;
    Vector3 position = new Vector3 (x, y, 0.0f);
    float layerSliceOffset = layer % 2 == 0 ? 0.0f : 0.5f;
    for (uint slice = 0; slice < slices; slice++)
    {
     Quaternion rotation = Quaternion.Euler (0.0f, (slice + iterationOffset0 + layerSliceOffset) * 360.0f / (float)slices, 0.0f);
     outPositions.Add (rotation * position);
    }
   }
  }
 }
}

  • 2017–06–08 Sitemap

  • Probe Cahaya diperbarui di 5.6

Grup Probe Cahaya
Probe Cahaya untuk objek bergerak