# IntegrateDirectRadiance(IDeviceContext, int, int, int, bool, BufferSlice<SphericalHarmonicsL2>)

> Integrate direct radiance.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.LightTransport](/engine/6000.7/script-reference/unityengine/lighttransport.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public IProbeIntegrator.Result IntegrateDirectRadiance(IDeviceContext context, int positionOffset, int positionCount, int sampleCount, bool ignoreEnvironment, BufferSlice<SphericalHarmonicsL2> radianceEstimateOut)
```

### Parameters

**** (\[IDeviceContext]\(/engine/6000.7/script-reference/unityengine/lighttransport/idevicecontext)): Device context.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Offset measured from the beginning of the probe position buffer.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of probes to integrate.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of samples to take.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Ignore environment lighting when computing direct contribution.**** (\[BufferSlice\<SphericalHarmonicsL2>]\(/engine/6000.7/script-reference/unityengine/lighttransport/bufferslice1)): [BufferSlice](/engine/6000.7/script-reference/unityengine/lighttransport/bufferslice1.md) to write the radiance estimate into.

### Returns

| Type                                                                                            | Description  |
| ----------------------------------------------------------------------------------------------- | ------------ |
| [Result](/engine/6000.7/script-reference/unityengine/lighttransport/iprobeintegrator/result.md) | Return code. |

### Remarks

The integrator does spherical sampling of incoming direct radiance for each probe position.
