lightprobe-generate-grid
Generate a 3D grid of light probes within local light influence ranges, using density gradients for optimal placement and raycasting to avoid geometry.
Instructions
Generate Light Probes in a 3D grid within local light influence ranges. Supports density gradient: denser probes near light centers, sparser at edges. Scans Point/Spot/Area lights, skips Directional lights. Uses raycasting to find ground level and Physics.CheckSphere to avoid placing probes inside geometry. Use 'lightprobe-analyze' first to get recommended spacing values.
Input Schema
TableJSON Schema
| Name | Required | Description | Default |
|---|---|---|---|
| spacingXZ | No | Horizontal spacing between probes. Default: 3 | 3 |
| spacingY | No | Vertical spacing between probes. Default: 2 | 2 |
| heightLevels | No | Number of vertical layers of probes above ground. | 3 |
| groundOffset | No | Height offset from ground for the first probe layer. | 0.5 |
| groupName | No | Name of the LightProbeGroup GameObject to create. | LightProbeGroup_Auto |
| insideCheckRadius | No | Radius for CheckSphere to reject probes inside geometry. Set to 0 to disable. | 0.300000012 |
| useDensityGradient | No | Enable density gradient: denser probes near light centers (d<0.4 range → half spacing), standard spacing at mid-range (0.4-0.8), sparser at edges (>0.8 → double spacing). When false, uses uniform spacingXZ everywhere. | true |