EnvironmentMap#
An equirectangular HDR environment decoded from a Radiance .hdr file: linear RGB as half floats (RGBA, row 0 = straight up), plus 9 spherical-harmonic coefficients of its diffuse irradiance (already convolved with the cosine lobe, so shading evaluates E(n) directly and uses albedo/π·E) and the GGX-prefiltered Specular chain. Imports derive both on load; exported packages preserve the prepared lighting so players do not repeat that work. Neither is authored. Directions are Y-up; longitude increases counter-clockwise seen from above, starting at +X.
public sealed class EnvironmentMapMembers: Direction · EnvironmentMap · Height · Id · Irradiance · Rgba · Source · Specular · Width
Direction#
public static Vector3 Direction(float u, float v);Unit direction for an equirect texel center (u, v in 0..1; v = 0 is straight up).
EnvironmentMap#
public EnvironmentMap(string id, byte[] hdr);public EnvironmentMap(string id, int width, int height, Half[] rgba);A map from linear RGBA half floats already in memory (a reflection probe's capture); its Source is the same pixels as a flat .hdr, so it caches and packages like an imported one.
Height#
public int Height { get; }Id#
public string Id { get; }Irradiance#
public Vector3[] Irradiance { get; }Rgba#
public Half[] Rgba { get; }Source#
public byte[] Source { get; }Specular#
public SpecularEnvironment Specular { get; }Width#
public int Width { get; }Source#
- Environment3D.cs