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    Class ProbeReferenceVolume

    The reference volume for the Probe Volume system. This defines the structure in which volume assets are loaded into. There must be only one, hence why it follow a singleton pattern.

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

    Fields

    Name Description
    checksDuringBakeAction

    An action that is used by the SRP to perform checks every frame during baking.

    k_DebugPanelName

    Name of debug panel for Probe Volume

    probeSamplingDebugData
    retrieveExtraDataAction

    An action that is used by the SRP to retrieve extra data that was baked together with the bake

    Properties

    Name Description
    instance

    Get the instance of the probe reference volume (singleton).

    isInitialized

    Is Probe Volume initialized.

    lightingScenario

    The active lighting scenario.

    memoryBudget

    Get the memory budget for the Probe Volume system.

    numberOfCellsBlendedPerFrame

    Maximum number of cells that are blended per frame.

    probeVolumesWeight

    Global probe volumes weight. Allows for fading out probe volumes influence falling back to ambient probe.

    scenarioBlendingFactor

    The blending factor currently used to blend probe data. A value of 0 means blending is not active.

    shBands

    The ProbeVolumeSHBands

    subdivisionDebugColors

    Colors that can be used for debug visualization of the brick structure subdivision.

    turnoverRate

    Percentage of cells loaded in the blending pool that can be replaced by out of date cells.

    Methods

    Name Description
    BlendLightingScenario(string, float)

    Allows smooth transitions between two lighting scenarios. This only affects the runtime data used for lighting.

    Cleanup()

    Cleanup the Probe Volume system.

    DataHasBeenLoaded()

    Returns whether any brick data has been loaded.

    GetRuntimeResources()

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

    GetVideoMemoryCost()

    Get approximate video memory impact, in bytes, of the system.

    Initialize(in ProbeVolumeSystemParameters)

    Initialize the Probe Volume system

    PerformPendingOperations()

    Perform all the operations that are relative to changing the content or characteristics of the probe reference volume.

    RenderDebug(Camera)

    Render Probe Volume related debug

    RenderFragmentationOverlay(RenderGraph, TextureHandle, TextureHandle, DebugOverlay)

    Render a debug view showing fragmentation of the GPU memory.

    SetEnableStateFromSRP(bool)

    Communicate to the Probe Volume system whether the SRP enables Probe Volume. It is important to keep in mind that this is not used by the system for anything else but book-keeping, the SRP is still responsible to disable anything Probe volume related on SRP side.

    SetNumberOfCellsLoadedPerFrame(int)

    Set the number of cells that are loaded per frame when needed.

    UpdateCellStreaming(CommandBuffer, Camera)

    Updates the cell streaming for a Camera

    UpdateConstantBuffer(CommandBuffer, ProbeVolumeShadingParameters)

    Update the constant buffer used by Probe Volumes in shaders.

    Extension Methods

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