Coefficients of the baked light probes. The coefficients represent a 3-band RGB spherical harmonics probe, with a total of 27 floats per light probe, laid out: rgbrgbrgb...
// Create a copy of the LightProbes object, otherwise writing to coefficients would permanently change the asset itself. LightmapSettings.lightProbes = Instantiate(LightmapSettings.lightProbes) as LightProbes;
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Example() { LightmapSettings.lightProbes = Instantiate(LightmapSettings.lightProbes) as LightProbes; } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Example() as void: LightmapSettings.lightProbes = (Instantiate(LightmapSettings.lightProbes) as LightProbes)
var ambient:Color; var lights:Light[]; // On start, this script will add the contribution of the ambient light and all lights assigned to the array to all baked probes. function Start () { // Create a copy of the LightProbes object, otherwise writing to coefficients would permanently change the asset itself. LightmapSettings.lightProbes = Instantiate(LightmapSettings.lightProbes) as LightProbes; var coefficients = LightmapSettings.lightProbes.coefficients; var coefficientsPerProbe = 27; var probeCount = LightmapSettings.lightProbes.count; var probePositions = LightmapSettings.lightProbes.positions; var i = 0; // Add ambient light to all the probes for (i = 0; i < probeCount; i++) AddSHAmbientLight(ambient, coefficients, i * coefficientsPerProbe); // Add directional and point lights' contribution to all the probes for (var l:Light in lights) { if (l.type == LightType.Directional){ for (i = 0; i < probeCount; i++) AddSHDirectionalLight(l.color, -l.transform.forward, l.intensity, coefficients, i * coefficientsPerProbe); } else if (l.type == LightType.Point){ for (i = 0; i < probeCount; i++) AddSHPointLight(l.color, l.transform.position, l.range, l.intensity, coefficients, i * coefficientsPerProbe, probePositions[i]); } } LightmapSettings.lightProbes.coefficients = coefficients; } function AddSHAmbientLight (color : Color, coefficients : float[], index : int) { var k2SqrtPI = 3.54490770181103205459633496668229f; // 2*sqrt(kPI) coefficients[index + 0] += color.r * k2SqrtPI; coefficients[index + 1] += color.g * k2SqrtPI; coefficients[index + 2] += color.b * k2SqrtPI; } function AddSHDirectionalLight (color : Color, direction : Vector3, intensity : float, coefficients : float[], index : int) { // Read more about Spherical Harmonics in Peter Sloan's "Stupid Spherical Harmonics Tricks" var kInv2SqrtPI = 0.28209479177387814347403972578039f; // 1 / (2*sqrt(kPI)) var kSqrt3Div2SqrtPI = 0.48860251190291992158638462283835f; // sqrt(3) / (2*sqrt(kPI)) var kSqrt15Div2SqrtPI = 1.0925484305920790705433857058027f; // sqrt(15) / (2*sqrt(kPI)) var k3Sqrt5Div4SqrtPI = 0.94617469575756001809268107088713f; // 3 * sqrtf(5) / (4*sqrt(kPI)) var kSqrt15Div4SqrtPI = 0.54627421529603953527169285290135f; // sqrt(15) / (4*sqrt(kPI)) var kOneThird = 0.3333333333333333333333f; // 1.0/3.0 var dirFactors = new float[9]; dirFactors[0] = kInv2SqrtPI; dirFactors[1] = -direction.y * kSqrt3Div2SqrtPI; dirFactors[2] = direction.z * kSqrt3Div2SqrtPI; dirFactors[3] = -direction.x * kSqrt3Div2SqrtPI; dirFactors[4] = direction.x * direction.y * kSqrt15Div2SqrtPI; dirFactors[5] = -direction.y * direction.z * kSqrt15Div2SqrtPI; dirFactors[6] = (direction.z * direction.z - kOneThird) * k3Sqrt5Div4SqrtPI; dirFactors[7] = -direction.x * direction.z * kSqrt15Div2SqrtPI; dirFactors[8] = (direction.x * direction.x - direction.y * direction.y) * kSqrt15Div4SqrtPI; var kNormalization = 2.9567930857315701067858823529412f; // 16*kPI/17 // Unity doubles the light intensity internally intensity *= 2.0f; var rscale = color.r * intensity * kNormalization; var gscale = color.g * intensity * kNormalization; var bscale = color.b * intensity * kNormalization; for (var i = 0; i < 9; ++i) { var c = dirFactors[i]; coefficients[index + 3*i + 0] += c * rscale; coefficients[index + 3*i + 1] += c * gscale; coefficients[index + 3*i + 2] += c * bscale; } } function AddSHPointLight (color : Color, position : Vector3, range : float, intensity : float, coefficients : float[], index : int, probePosition : Vector3) { // From a point of view of a SH probe, point light looks no different than a directional light, // just attenuated and coming from the right direction var probeToLight = position - probePosition; var attenuation = 1.0f / (1.0f + (25.0f * probeToLight.sqrMagnitude / (range * range))); AddSHDirectionalLight(color, probeToLight.normalized, intensity*attenuation, coefficients, index); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public Color ambient; public Light[] lights; void Start() { LightmapSettings.lightProbes = Instantiate(LightmapSettings.lightProbes) as LightProbes; float[] coefficients = LightmapSettings.lightProbes.coefficients; int coefficientsPerProbe = 27; int probeCount = LightmapSettings.lightProbes.count; Vector3[] probePositions = LightmapSettings.lightProbes.positions; int i = 0; i = 0; while (i < probeCount) { AddSHAmbientLight(ambient, coefficients, i * coefficientsPerProbe); i++; } foreach (Light l in lights) { if (l.type == LightType.Directional) { i = 0; while (i < probeCount) { AddSHDirectionalLight(l.color, -l.transform.forward, l.intensity, coefficients, i * coefficientsPerProbe); i++; } } else if (l.type == LightType.Point) { i = 0; while (i < probeCount) { AddSHPointLight(l.color, l.transform.position, l.range, l.intensity, coefficients, i * coefficientsPerProbe, probePositions[i]); i++; } } } LightmapSettings.lightProbes.coefficients = coefficients; } void AddSHAmbientLight(Color color, float[] coefficients, int index) { float k2SqrtPI = 3.54490770181F; coefficients[index + 0] += color.r * k2SqrtPI; coefficients[index + 1] += color.g * k2SqrtPI; coefficients[index + 2] += color.b * k2SqrtPI; } void AddSHDirectionalLight(Color color, Vector3 direction, float intensity, float[] coefficients, int index) { float kInv2SqrtPI = 0.28209479177F; float kSqrt3Div2SqrtPI = 0.4886025119F; float kSqrt15Div2SqrtPI = 1.09254843059F; float k3Sqrt5Div4SqrtPI = 0.94617469576F; float kSqrt15Div4SqrtPI = 0.5462742153F; float kOneThird = 0.33333333333F; float[] dirFactors = new float[9]; dirFactors[0] = kInv2SqrtPI; dirFactors[1] = -direction.y * kSqrt3Div2SqrtPI; dirFactors[2] = direction.z * kSqrt3Div2SqrtPI; dirFactors[3] = -direction.x * kSqrt3Div2SqrtPI; dirFactors[4] = direction.x * direction.y * kSqrt15Div2SqrtPI; dirFactors[5] = -direction.y * direction.z * kSqrt15Div2SqrtPI; dirFactors[6] = (direction.z * direction.z - kOneThird) * k3Sqrt5Div4SqrtPI; dirFactors[7] = -direction.x * direction.z * kSqrt15Div2SqrtPI; dirFactors[8] = (direction.x * direction.x - direction.y * direction.y) * kSqrt15Div4SqrtPI; float kNormalization = 2.95679308573F; intensity *= 2.0F; float rscale = color.r * intensity * kNormalization; float gscale = color.g * intensity * kNormalization; float bscale = color.b * intensity * kNormalization; int i = 0; while (i < 9) { float c = dirFactors[i]; coefficients[index + 3 * i + 0] += c * rscale; coefficients[index + 3 * i + 1] += c * gscale; coefficients[index + 3 * i + 2] += c * bscale; ++i; } } void AddSHPointLight(Color color, Vector3 position, float range, float intensity, float[] coefficients, int index, Vector3 probePosition) { Vector3 probeToLight = position - probePosition; float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / range * range); AddSHDirectionalLight(color, probeToLight.normalized, intensity * attenuation, coefficients, index); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public ambient as Color public lights as (Light) def Start() as void: LightmapSettings.lightProbes = (Instantiate(LightmapSettings.lightProbes) as LightProbes) coefficients as (float) = LightmapSettings.lightProbes.coefficients coefficientsPerProbe as int = 27 probeCount as int = LightmapSettings.lightProbes.count probePositions as (Vector3) = LightmapSettings.lightProbes.positions i as int = 0 i = 0 while i < probeCount: AddSHAmbientLight(ambient, coefficients, (i * coefficientsPerProbe)) i++ for l as Light in lights: if l.type == LightType.Directional: i = 0 while i < probeCount: AddSHDirectionalLight(l.color, -l.transform.forward, l.intensity, coefficients, (i * coefficientsPerProbe)) i++ elif l.type == LightType.Point: i = 0 while i < probeCount: AddSHPointLight(l.color, l.transform.position, l.range, l.intensity, coefficients, (i * coefficientsPerProbe), probePositions[i]) i++ LightmapSettings.lightProbes.coefficients = coefficients def AddSHAmbientLight(color as Color, coefficients as (float), index as int) as void: k2SqrtPI as float = 3.54490770181F coefficients[(index + 0)] += (color.r * k2SqrtPI) coefficients[(index + 1)] += (color.g * k2SqrtPI) coefficients[(index + 2)] += (color.b * k2SqrtPI) def AddSHDirectionalLight(color as Color, direction as Vector3, intensity as float, coefficients as (float), index as int) as void: kInv2SqrtPI as float = 0.28209479177F kSqrt3Div2SqrtPI as float = 0.4886025119F kSqrt15Div2SqrtPI as float = 1.09254843059F k3Sqrt5Div4SqrtPI as float = 0.94617469576F kSqrt15Div4SqrtPI as float = 0.5462742153F kOneThird as float = 0.33333333333F dirFactors as (float) = array[of float](9) dirFactors[0] = kInv2SqrtPI dirFactors[1] = ((-direction.y) * kSqrt3Div2SqrtPI) dirFactors[2] = (direction.z * kSqrt3Div2SqrtPI) dirFactors[3] = ((-direction.x) * kSqrt3Div2SqrtPI) dirFactors[4] = ((direction.x * direction.y) * kSqrt15Div2SqrtPI) dirFactors[5] = (((-direction.y) * direction.z) * kSqrt15Div2SqrtPI) dirFactors[6] = (((direction.z * direction.z) - kOneThird) * k3Sqrt5Div4SqrtPI) dirFactors[7] = (((-direction.x) * direction.z) * kSqrt15Div2SqrtPI) dirFactors[8] = (((direction.x * direction.x) - (direction.y * direction.y)) * kSqrt15Div4SqrtPI) kNormalization as float = 2.95679308573F intensity *= 2.0F rscale as float = ((color.r * intensity) * kNormalization) gscale as float = ((color.g * intensity) * kNormalization) bscale as float = ((color.b * intensity) * kNormalization) i as int = 0 while i < 9: c as float = dirFactors[i] coefficients[((index + (3 * i)) + 0)] += (c * rscale) coefficients[((index + (3 * i)) + 1)] += (c * gscale) coefficients[((index + (3 * i)) + 2)] += (c * bscale) ++i def AddSHPointLight(color as Color, position as Vector3, range as float, intensity as float, coefficients as (float), index as int, probePosition as Vector3) as void: probeToLight as Vector3 = (position - probePosition) attenuation as float = (1.0F / (1.0F + ((25.0F * probeToLight.sqrMagnitude) / (range * range)))) AddSHDirectionalLight(color, probeToLight.normalized, (intensity * attenuation), coefficients, index)