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CalculateInterpolatedLightAndOcclusionProbe(Vector3, ref int, out SphericalHarmonicsL2, out Vector4)

Calculate light probe and occlusion probe at the given world space position.
Read time 1 minuteLast updated 12 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

CalculateInterpolatedLightAndOcclusionProbe(Vector3, int, SphericalHarmonicsL2, Vector4)

public void CalculateInterpolatedLightAndOcclusionProbe(Vector3 position, ref int tetrahedronIndex, out SphericalHarmonicsL2 lightProbe, out Vector4 occlusionProbe)

Parameters

position

The world space position used to evaluate the probe.

tetrahedronIndex

Tetrahedron index that guides interpolation. Start with a value of 0 and reuse results between frames for faster lookup.

The light probe where the resulting lighting is written to.

occlusionProbe

The occlusion probe where the resulting occlusion is written to.