Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


ConvertToUnityFormat

Converts light probes encoded as SphericalHarmonicsL2 to the format expected by the Unity renderer.
Read time 2 minutesLast updated 10 days ago

Definition

ConvertToUnityFormat(IDeviceContext, BufferSlice<SphericalHarmonicsL2>, BufferSlice<SphericalHarmonicsL2>, int)

Converts light probes encoded as SphericalHarmonicsL2 to the format expected by the Unity renderer.
public bool ConvertToUnityFormat(IDeviceContext context, BufferSlice<SphericalHarmonicsL2> irradianceIn, BufferSlice<SphericalHarmonicsL2> irradianceOut, int probeCount)

Parameters

Device context.

Buffer containing input irradiance.

Output buffer containing the irradiance array after the conversion to the format compatible with a Unity renderer.

probeCount

Number of SphericalHarmonicsL2 probes to convert.

Returns

Type

Description

boolTrue if the operation was successfully added to the command queue on the context.

Remarks

The irradiance SphericalHarmonicsL2 light probes must satisfy the following conditions when used with a Unity renderer:
  1. For L0 and L1, the coefficients must have the SH standard normalization terms folded into them (to avoid doing this multiplication in a shader).
  2. The coefficients must be divided by Pi (π) for compatibility reasons. The divideByPI parameter controls this step.
  3. L1 must be ordered as yzx (rather than xyz). The order is flipped back right before rendering in the GetShaderConstantsFromNormalizedSH function, before the SphericalHarmonicsL2 probes are passed to a shader.

ConvertToUnityFormat(IDeviceContext, BufferSlice<SphericalHarmonicsL2>, BufferSlice<SphericalHarmonicsL2>, int, bool)

Converts light probes encoded as SphericalHarmonicsL2 to the format expected by the Unity renderer.
public bool ConvertToUnityFormat(IDeviceContext context, BufferSlice<SphericalHarmonicsL2> irradianceIn, BufferSlice<SphericalHarmonicsL2> irradianceOut, int probeCount, bool divideByPI)

Parameters

Device context.

Buffer containing input irradiance.

Output buffer containing the irradiance array after the conversion to the format compatible with a Unity renderer.

probeCount

Number of SphericalHarmonicsL2 probes to convert.

divideByPI

Whether to divide the coefficients by Pi (π), matching Unity's historical baked lighting convention. The overload without this parameter always divides. Pass false when the render pipeline disables SupportedRenderingFeatures.divideBakedOutputByPI and expects textbook irradiance.

Returns

Type

Description

boolTrue if the operation was successfully added to the command queue on the context.

Remarks

The irradiance SphericalHarmonicsL2 light probes must satisfy the following conditions when used with a Unity renderer:
  1. For L0 and L1, the coefficients must have the SH standard normalization terms folded into them (to avoid doing this multiplication in a shader).
  2. The coefficients must be divided by Pi (π) for compatibility reasons. The divideByPI parameter controls this step.
  3. L1 must be ordered as yzx (rather than xyz). The order is flipped back right before rendering in the GetShaderConstantsFromNormalizedSH function, before the SphericalHarmonicsL2 probes are passed to a shader.