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ReflectionProbe

class in UnityEngine

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Inherits from:Behaviour

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Implemented in:UnityEngine.CoreModule

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Description

The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.

The properties are an exact match for the values shown in the Inspector.

This class is a script interface for a reflection probe component.

Reflection probes are usually just created in the Editor, but sometimes you might want to create a reflection probe from a script:

using UnityEngine;

public class Example : MonoBehaviour { void Start() { // Make a game object GameObject probeGameObject = new GameObject("The Reflection Probe");

// Add the reflection probe component ReflectionProbe probeComponent = probeGameObject.AddComponent<ReflectionProbe>() as ReflectionProbe;

// Set texture resolution probeComponent.resolution = 256;

// Reflection will be used for objects in 10 units around the position of the probe probeComponent.size = new Vector3(10, 10, 10);

// Set the position (or any transform property) probeGameObject.transform.position = new Vector3(0, 5, 0); } }

Static Properties

defaultTextureTexture which is used outside of all reflection probes (Read Only).
defaultTextureHDRDecodeValuesHDR decode values of the default reflection probe texture.

Properties

backgroundColorThe color with which the texture of reflection probe will be cleared.
bakedTextureReference to the baked texture of the reflection probe's surrounding.
blendDistanceDistance around probe used for blending (used in deferred probes).
boundsThe bounding volume of the reflection probe (Read Only).
boxProjectionShould this reflection probe use box projection?
centerThe center of the box area in which reflections will be applied to the objects. Measured in the probes's local space.
clearFlagsHow the reflection probe clears the background.
cullingMaskThis is used to render parts of the reflecion probe's surrounding selectively.
customBakedTextureReference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture.
farClipPlaneThe far clipping plane distance when rendering the probe.
hdrShould this reflection probe use HDR rendering?
importanceReflection probe importance.
intensityThe intensity modifier that is applied to the texture of reflection probe in the shader.
modeShould reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)?
nearClipPlaneThe near clipping plane distance when rendering the probe.
realtimeTextureReference to the realtime texture of the reflection probe's surroundings. Use this to assign a RenderTexture to use for realtime reflection.
refreshModeSets the way the probe will refresh.See Also: ReflectionProbeRefreshMode.
resolutionResolution of the underlying reflection texture in pixels.
shadowDistanceShadow drawing distance when rendering the probe.
sizeThe size of the box area in which reflections will be applied to the objects. Measured in the probes's local space.
textureTexture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only).
textureHDRDecodeValuesHDR decode values of the reflection probe texture.
timeSlicingModeSets this probe time-slicing modeSee Also: ReflectionProbeTimeSlicingMode.

Public Methods

IsFinishedRenderingChecks if a probe has finished a time-sliced render.
RenderProbeRefreshes the probe's cubemap.
ResetRevert all ReflectionProbe parameters to default.

Static Methods

BlendCubemapUtility method to blend 2 cubemaps into a target render texture.

Events

defaultReflectionSetAdds a delegate to get notifications when the default specular Cubemap is changed.
reflectionProbeChangedAdds a delegate to get notifications when a Reflection Probe is added to a Scene or removed from a Scene.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

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