void UpdateDirectionalLightEstimation(UnityARDirectionalLightEstimate uardle) { for (int colorChannel = 0; colorChannel < 3; colorChannel++) { for (int index = 0; index < 9; index++) { shl [colorChannel, index] = uardle.sphericalHarmonicsCoefficients [(colorChannel * 9) + index]; } } if (LightmapSettings.lightProbes != null) { int probeCount = LightmapSettings.lightProbes.count; //we have at least one light probe in the scene if (probeCount > 0) { //Replace all the baked probes in the scene with our generated Spherical Harmonics SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes; for (int i = 0; i < probeCount; i++) { bakedProbes [i] = shl; } } } //for objects unaffected by any lightprobes, set up ambient probe RenderSettings.ambientProbe = shl; RenderSettings.ambientMode = AmbientMode.Custom; }
private void UpdateDirectionalLightEstimation(UnityARDirectionalLightEstimate uardle) { for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { shl[i, j] = uardle.sphericalHarmonicsCoefficients[i * 9 + j]; } } if (LightmapSettings.lightProbes != null) { int count = LightmapSettings.lightProbes.count; if (count > 0) { SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes; for (int k = 0; k < count; k++) { bakedProbes[k] = shl; } } } RenderSettings.ambientProbe = shl; RenderSettings.ambientMode = AmbientMode.Custom; }
public UnityARLightData(LightDataType ldt, UnityARLightEstimate ule, UnityARDirectionalLightEstimate udle) { arLightingType = ldt; arLightEstimate = ule; arDirectonalLightEstimate = udle; }