EnvmapProbeclass
A cubemap probe that captures the environment around it.
Constructors1
Showing 1 constructors
public EnvmapProbe()
No results match this filter.
Methods2
Showing 2 methods
public System.Threading.Tasks.Task Bake(System.Threading.CancellationToken ct = null)
Bake this envmap now. This will stop it being dynamic if it was.
| Parameter | Type | Description |
|---|---|---|
| ct = null | CancellationToken | — |
Task—public static System.Threading.Tasks.Task BakeAll()
Task—No results match this filter.
Properties19
Showing 19 properties
public Sandbox.Texture Sandbox.EnvmapProbe.BakedTexture { get; set; }
The texture that was baked for this envmap probe
public BBox Sandbox.EnvmapProbe.Bounds { get; set; }
public virtual int Sandbox.EnvmapProbe.ComponentVersion { get; set; }
int—public float Sandbox.EnvmapProbe.DelayBetweenUpdates { get; set; }
float—public float Sandbox.EnvmapProbe.Feathering { get; set; }
float—public int Sandbox.EnvmapProbe.FrameInterval { get; set; }
int—public float Sandbox.EnvmapProbe.MaxDistance { get; set; }
Only update dynamically if we're this close to it
float—public Sandbox.EnvmapProbe.EnvmapProbeMode Sandbox.EnvmapProbe.Mode { get; set; }
public bool Sandbox.EnvmapProbe.MultiBounce { get; set; }
Minimum amount of reflection bounces to render when first enabled before settling, at cost of extra performance on load Often times you don't need this
bool—public int Sandbox.EnvmapProbe.Priority { get; set; }
Gets or sets the priority level for the object.
int—public Sandbox.SceneCubemap.ProjectionMode Sandbox.EnvmapProbe.Projection { get; set; }
public bool Sandbox.EnvmapProbe.RenderDynamically { get; set; }
Obsolete: Use Mode to select the update mode
bool—public Sandbox.TagSet Sandbox.EnvmapProbe.RenderExcludeTags { get; set; }
Objects with any of these tags will be excluded when rendering this cubemap.
public Sandbox.EnvmapProbe.CubemapResolution Sandbox.EnvmapProbe.Resolution { get; set; }
Resolution of the cubemap texture
public Sandbox.Texture Sandbox.EnvmapProbe.Texture { get; set; }
If this is set, the EnvmapProbe will use a custom cubemap texture instead of rendering dynamically
public Color Sandbox.EnvmapProbe.TintColor { get; set; }
public Sandbox.EnvmapProbe.CubemapDynamicUpdate Sandbox.EnvmapProbe.UpdateStrategy { get; set; }
public float Sandbox.EnvmapProbe.ZFar { get; set; }
float—public float Sandbox.EnvmapProbe.ZNear { get; set; }
float—No results match this filter.