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    Struct ProbeReferenceVolume.RuntimeResources

    The resources that are bound to the runtime shaders for sampling Adaptive Probe Volume data.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering
    Assembly: Unity.RenderPipelines.Core.Runtime.dll
    Syntax
    public struct ProbeReferenceVolume.RuntimeResources

    Fields

    Name Description
    L0_L1rx

    Texture containing Spherical Harmonics L0 band data and first coefficient of L1_R.

    L1_B_rz

    Texture containing the second channel of Spherical Harmonics L1 band data and third coefficient of L1_R.

    L1_G_ry

    Texture containing the second channel of Spherical Harmonics L1 band data and second coefficient of L1_R.

    L2_0

    Texture containing the first coefficient of Spherical Harmonics L2 band data and first channel of the fifth.

    L2_1

    Texture containing the second coefficient of Spherical Harmonics L2 band data and second channel of the fifth.

    L2_2

    Texture containing the third coefficient of Spherical Harmonics L2 band data and third channel of the fifth.

    L2_3

    Texture containing the fourth coefficient of Spherical Harmonics L2 band data.

    Validity

    Texture containing packed validity binary data for the neighbourhood of each probe. Only used when L1. Otherwise this info is stored in the alpha channel of L2_3.

    cellIndices

    Indices of the various index buffers for each cell.

    index

    Index data to fetch the correct location in the Texture3D.

    Extension Methods

    AnalyticsUtils.ToNestedColumnWithDefault<T>(T, T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, bool)
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