public sealed class Sandbox.IndirectLightVolume : Sandbox.Component
Dynamic Diffuse Global Illumination volume that provides indirect lighting using a 3D probe grid. Probes store irradiance and distance data in volume textures that can be sampled by shaders.
Constructors
Showing 1 constructors
public IndirectLightVolume()
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Methods
Showing 5 methods
public static System.Threading.Tasks.Task BakeAll()
public System.Threading.Tasks.Task BakeProbes(System.Threading.CancellationToken ct = null)
Starts the probe baking process to capture lighting into the volume textures.
Parameters
ct: Default: null
public void ClearProbeRelocation()
Clears all probe relocation offsets.
public void ComputeProbeRelocation()
Computes probe relocation offsets for all probes in the volume. Uses iterative refinement with mesh tracing. All computations are relative to probe spacing for resolution-independent behavior.
public void ExtendToSceneBounds()
Automatically sizes the volume to encompass all scene geometry.
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Properties
Showing 9 properties
public BBox Sandbox.IndirectLightVolume.Bounds { get; set; }
World-space bounding box that defines the volume coverage area.
public float Sandbox.IndirectLightVolume.Contrast { get; set; }
Controls how much less energy to conserve during probe integration. Higher values give a harsher, more contrasty look.
public Sandbox.Texture Sandbox.IndirectLightVolume.DistanceTexture { get; set; }
Volume texture storing probe distance/visibility data.
public Sandbox.IndirectLightVolume.InsideGeometryBehavior Sandbox.IndirectLightVolume.InsideGeometry { get; set; }
How to handle probes detected inside geometry.
public Sandbox.Texture Sandbox.IndirectLightVolume.IrradianceTexture { get; set; }
Volume texture storing probe irradiance data (color).
public float Sandbox.IndirectLightVolume.NormalBias { get; set; }
Bias applied along surface normals to prevent self-occlusion artifacts.
public Vector3Int Sandbox.IndirectLightVolume.ProbeCounts { get; set; }
Calculated probe count along each axis based on bounds and density.
public int Sandbox.IndirectLightVolume.ProbeDensity { get; set; }
Number of probes per 1024 world units. Higher values increase probe resolution.
public Sandbox.Texture Sandbox.IndirectLightVolume.RelocationTexture { get; set; }
Volume texture storing probe relocation offsets (XYZ = offset, W = active).
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Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.IndirectLightVolume |