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Manual: Reflection Probe Inspector window reference
Type Choose whether the probe is for a Baked, Custom, or Realtime setup. If you select Baked, the Reflection Probe does not capture GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObjectâs functionality is defined by the Components attached to it. More info
See in Glossary at runtime that have their Reflection Probe Static flag disabled. If you want to capture dynamic GameObjects in a baked Reflection Probe, select Custom and enable Dynamic Objects. Dynamic Objects (Custom type only) Forces objects not marked as Static to be baked in to the reflection. CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info
See in Glossary (Custom type only) Sets a custom cubemap for the probe. Refresh Mode (Realtime type only) Selects if and how the probe will refresh at runtime. The On Awake option renders the probe only once when it first becomes active. Every Frame renders the probe every frame update, optionally using Time Slicing (see below). The Via Scripting option refreshes the probe from a user script command rather than an automatic update. Time Slicing (Realtime type only) How should the probe distribute its updates over time? The options are All Faces At Once (spreads update over nine frames), Individual Faces (updates over fourteen frames) and No Time Slicing (the update happens entirely within one frame). See below for further details.
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