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Unity Engine


IntegrateOcclusion(IDeviceContext, int, int, int, int, BufferSlice<int>, BufferSlice<float>)

Integrate occlusion.
Read time 1 minuteLast updated 13 days ago

Definition

public IProbeIntegrator.Result IntegrateOcclusion(IDeviceContext context, int positionOffset, int positionCount, int sampleCount, int maxLightsPerProbe, BufferSlice<int> perProbeLightIndices, BufferSlice<float> probeOcclusionEstimateOut)

Parameters

The IDeviceContext to use for computation and memory operations.

positionOffset

Offset measured from the beginning of the probe position buffer.

positionCount

Number of probes to integrate.

sampleCount

Number of samples to take.

maxLightsPerProbe

Maximum number of lights per probe. The value must be 4.

perProbeLightIndices

The BufferSlice containing the per probe light indices.

probeOcclusionEstimateOut

The BufferSlice to write the probe occlusion estimate into. The size of the buffer in bytes should be maxLightsPerProbe * sizeof(float).

Returns

Type

Description

ResultReturn code.

Remarks

The integrator does spherical sampling for each probe position. Occlusion is 1 if all rays hit front-facing triangles or the sky. Occlusion is 0 if all rays hit back-facing triangles.
Additional Resources: ComputeOcclusionLightIndicesFromBakeInput.