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Unity Engine


ReflectionProbeTimeSlicingMode

Options for distributing the update workload of a reflection probe, if ReflectionProbe.mode is set to ReflectionProbeMode.Realtime and ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame.
Read time 1 minuteLast updated 4 days ago

Definition

public enum ReflectionProbeTimeSlicingMode

Remarks

Unity updates the cubemap of a reflection probe by rendering the entire scene onto each of its faces, then generates mipmaps of each face using specialized filtering for glossy reflection. This process is performance-intensive, but you can use
ReflectionProbeTimeSlicingMode
to adjust the impact on the framerate.

Examples

using UnityEngine;using UnityEngine.Rendering;public class ReflectionProbeTimeSlicingModeExample : MonoBehaviour{ public ReflectionProbe reflectionProbe; void Start() { if (reflectionProbe == null) { // Add a GameObject with a ReflectionProbe component GameObject probeGameObject = new GameObject("Realtime Reflection Probe"); reflectionProbe = probeGameObject.AddComponent<ReflectionProbe>(); // Set the modes so that the probe is updated every frame. reflectionProbe.mode = ReflectionProbeMode.Realtime; reflectionProbe.refreshMode = ReflectionProbeRefreshMode.EveryFrame; // Set the mode to do time-sliced updates reflectionProbe.timeSlicingMode = ReflectionProbeTimeSlicingMode.IndividualFaces; } }}

Fields

Value

Description

AllFacesAtOnceSpreads the cubemap update over 9 frames, so that all faces are rendered in the first frame. Generates mipmaps over the subsequent 8 frames.
IndividualFacesSpreads the cubemap update over 14 frames, so that each face is rendered per frame. Generates mipmaps over the subsequent 8 frames. This option significantly reduces the impact on the framerate, but may lead to inconsistent results, particularly during dynamic lighting changes.
NoTimeSlicingUpdates the entire cubemap in one frame.