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LightmapGIData
繼承: Resource < RefCounted < Object
包含用於 LightmapGI 的烘焙光照貼圖和動態物件探測資料。
說明
LightmapGIData 包含用於 LightmapGI 的烘焙光照貼圖和動態物件探測資料。在 LightmapGI 中每當光照貼圖被烘焙時都會替換它。
屬性
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方法
void |
add_user(path: NodePath, uv_scale: Rect2, slice_index: int, sub_instance: int) |
void |
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get_user_count() const |
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get_user_path(user_idx: int) const |
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is_using_spherical_harmonics() const |
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void |
set_uses_spherical_harmonics(uses_spherical_harmonics: bool) |
列舉
enum ShadowmaskMode: 🔗
ShadowmaskMode SHADOWMASK_MODE_NONE = 0
Shadowmasking is disabled. No shadowmask texture will be created when baking lightmaps. Existing shadowmask textures will be removed during baking.
ShadowmaskMode SHADOWMASK_MODE_REPLACE = 1
Shadowmasking is enabled. Directional shadows that are outside the DirectionalLight3D.directional_shadow_max_distance will be rendered using the shadowmask texture. Shadows that are inside the range will be rendered using real-time shadows exclusively. This mode allows for more precise real-time shadows up close, without the potential "smearing" effect that can occur when using lightmaps with a high texel size. The downside is that when the camera moves fast, the transition between the real-time light and shadowmask can be obvious. Also, objects that only have shadows baked in the shadowmask (and no real-time shadows) won't display any shadows up close.
ShadowmaskMode SHADOWMASK_MODE_OVERLAY = 2
Shadowmasking is enabled. Directional shadows will be rendered with real-time shadows overlaid on top of the shadowmask texture. This mode makes for smoother shadow transitions when the camera moves fast, at the cost of a potential smearing effect for directional shadows that are up close (due to the real-time shadow being mixed with a low-resolution shadowmask). Objects that only have shadows baked in the shadowmask (and no real-time shadows) will keep their shadows up close.
屬性說明
TextureLayered light_texture 🔗
void set_light_texture(value: TextureLayered)
TextureLayered get_light_texture()
已棄用: The lightmap atlas can now contain multiple textures. See lightmap_textures.
The lightmap atlas texture generated by the lightmapper.
Array[TextureLayered] lightmap_textures = [] 🔗
void set_lightmap_textures(value: Array[TextureLayered])
Array[TextureLayered] get_lightmap_textures()
The lightmap atlas textures generated by the lightmapper.
Array[TextureLayered] shadowmask_textures = [] 🔗
void set_shadowmask_textures(value: Array[TextureLayered])
Array[TextureLayered] get_shadowmask_textures()
The shadowmask atlas textures generated by the lightmapper.
方法說明
void add_user(path: NodePath, uv_scale: Rect2, slice_index: int, sub_instance: int) 🔗
新增一個在該 LightmapGIData 中被視為已烘焙的物件。
void clear_users() 🔗
清除在該 LightmapGIData 中被視為已烘焙的所有物件。
返回在該 LightmapGIData 中被視為烘焙的物件的數量。
NodePath get_user_path(user_idx: int) const 🔗
返回索引 user_idx 處烘焙對象的 NodePath。
bool is_using_spherical_harmonics() const 🔗
如果為 true,則光照貼圖使用定向資訊烘焙。另請參閱 LightmapGI.directional。
void set_uses_spherical_harmonics(uses_spherical_harmonics: bool) 🔗
如果 uses_spherical_harmonics 為 true,則告訴引擎將光照貼圖資料視為使用了定向資訊烘焙的。
注意:在已烘焙的光照貼圖上更改此值不會導致再次烘焙它們。這意味著在再次烘焙光照貼圖之前,材質外觀將看起來不正確,在這種情況下,此處設定的值將被丟棄,因為整個 LightmapGIData 資源被光照貼圖器替換。