ReflectionProbe
class in UnityEngine · UnityEngine.CoreModule · inherits from Behaviour
Captures its surroundings into a cubemap that PBR surfaces inside its box reflect (the most important probe holding a renderer's center). Realtime probes capture on awake, every frame, or when a script calls RenderProbe; baked ones capture once when they appear (Unity's baked cubemaps aren't read); custom ones use customBakedTexture (a Cubemap). Captures are 128 pixels a face, and see every layer.
Properties 26
Color backgroundColor { get; set; }Texture? bakedTexture { get; set; }float blendDistance { get; set; }Bounds bounds { get; }The box, centered at the probe's position plus center.
bool boxProjection { get; set; }Vector3 center { get; set; }ReflectionProbeClearFlags clearFlags { get; set; }int cullingMask { get; set; }Texture? customBakedTexture { get; set; }static Vector4 defaultTextureHDRDecodeValues { get; }float farClipPlane { get; set; }bool hdr { get; set; }int importance { get; set; }float intensity { get; set; }static int maxBakedCubemapResolution { get; }static int minBakedCubemapResolution { get; }ReflectionProbeMode mode { get; set; }float nearClipPlane { get; set; }ReflectionProbeRefreshMode refreshMode { get; set; }bool renderDynamicObjects { get; set; }int resolution { get; set; }float shadowDistance { get; set; }Vector3 size { get; set; }Texture? texture { get; }The cubemap it reflects: the custom one, in custom mode (captures stay on the GPU).
Vector4 textureHDRDecodeValues { get; }ReflectionProbeTimeSlicingMode timeSlicingMode { get; set; }Methods 3
bool IsFinishedRendering(int renderId)Captures finish within the frame.
int RenderProbe()Captures again (realtime probes; those refreshed via scripting only capture this way). Calls within a frame share one capture and id.
void Reset()Not in Tassix yet 6
BlendCubemap UpdateCachedState defaultReflectionTexture defaultTexture realtimeTexture reflectionProbeChanged
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.