What it does
LightProbeReceiver
Attach to a dynamic entity to sample indirect lighting from a
VolumeProbe. Sets up the per-receiver material that binds to the
probe volume's SH buffer at group 2 and restores the prior material on
destroy.
Fields
| Field | Default | Purpose |
|---|---|---|
volumeProbe | "" | Entity id of the VolumeProbe to sample. |
intensity | 1.0 | Indirect lighting multiplier. |
baseColorR/G/B | 1.0 each | Base colour (combined with any base-color texture in the receiver material). |
Usage
entity.find("player").component.add("LightProbeReceiver", {
volumeProbe = "level_probes",
intensity = 1.0,
})
If you'd rather opt in imperatively (e.g. when spawning a horde of NPCs
in a loop without re-running component lifecycle each time), the same
result comes from VolumeProbe.bind(entityId, volumeId) directly.
When the volume's bake updates, all receivers automatically pick up the new probe data on the next frame — the binding is by buffer name and the engine resamples every frame. No re-binding required after a bake.
Discussion
Scoped to this part · feeds back into the world's score.
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