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Can I cache results of DynamicGI.UpdateEnvironment?
I am using Unity to render some data for a Computer Vision problem.
I want to be able to change the HDR environment cube-map texture at run-time, and still get nice environmental lighting.
I know I need to call DynamicGI.UpdateEnvironment()
to update the image-based lighting effects, but this call is rather slow.
My scene geometry consists of dynamic meshes.
As I will have a fixed number of environment textures, is there a way of caching or pre-computing the image-based-lighting maps so I can avoid the expensive UpdateEnvironment
call? Or is there a way to set the diffuse and specular image-based-lighting components manually?
Answer by Arycama · Apr 25, 2016 at 11:08 AM
You can call RenderSettings.ambientProbe to get the current lighting probe, which you can then assign to a variable for later use.
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