ConvertToUnityFormat
Converts light probes encoded as SphericalHarmonicsL2 to the format expected by the Unity renderer.
Read time 2 minutesLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEngine.LightTransport.PostProcessing
- Assembly: UnityEditor.CoreModule
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.
Number of SphericalHarmonicsL2 probes to convert.
Returns
Type | Description |
|---|---|
| bool | True 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:
- For L0 and L1, the coefficients must have the SH standard normalization terms folded into them (to avoid doing this multiplication in a shader).
- The coefficients must be divided by Pi (π) for compatibility reasons. The divideByPI parameter controls this step.
- 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.
Number of SphericalHarmonicsL2 probes to convert.
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 |
|---|---|
| bool | True 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:
- For L0 and L1, the coefficients must have the SH standard normalization terms folded into them (to avoid doing this multiplication in a shader).
- The coefficients must be divided by Pi (π) for compatibility reasons. The divideByPI parameter controls this step.
- 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.