class in UnityEngine
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Inherits from:Object
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Implemented in:UnityEngine.CoreModule
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Close Your name Your email Suggestion* Switch to Manual DescriptionAn object containing settings for precomputing lighting data, that Unity can serialize as a Lighting Settings Asset.
When the Unity Editor precomputes lighting data for a Scene that uses the Baked Global Illumination system or the Enlighten Realtime Global Illumination system, it uses settings from a LightingSettings
object. The same LightingSettings
object can be assigned to more than one Scene, which makes it possible to share settings across multiple Scenes.
The following example shows how to create a LightingSettings
object and assign it to the active Scene using the Lightmapping.lightingSettings API:
The following example shows how to create a LightingSettings
object, and save it to disk as a Lighting Settings Asset using the AssetDatabase.CreateAsset API.
Additional resources: Lighting Settings Asset.
Properties Property Description albedoBoost The intensity of surface albedo throughout the Scene when considered in lighting calculations. This value influences the energy of light at each bounce. (Editor only). ao Whether to apply ambient occlusion to lightmaps. (Editor only). aoExponentDirect Determines the degree to which direct lighting is considered when calculating ambient occlusion in lightmaps. (Editor only). aoExponentIndirect Sets the contrast of ambient occlusion that Unity applies to indirect lighting in lightmaps. (Editor only). aoMaxDistance The distance that a ray travels before Unity considers it to be unoccluded when calculating ambient occlusion in lightmaps. (Editor only). bakedGI Whether to enable the Baked Global Illumination system for this Scene. denoiserTypeAO Determines the type of denoising that the Progressive Lightmapper applies to ambient occlusion in lightmaps. (Editor only). denoiserTypeDirect Determines the denoiser that the Progressive Lightmapper applies to direct lighting. (Editor only). denoiserTypeIndirect Determines the denoiser that the Progressive Lightmapper applies to indirect lighting. (Editor only). directionalityMode Determines whether the lightmapper should generate directional or non-directional lightmaps. (Editor only). directSampleCount Specifies the number of samples the Progressive Lightmapper uses for direct lighting calculations. (Editor only). environmentImportanceSampling Determines whether Progressive Lightmappers use importance sampling when they sample environment lighting while baking. environmentSampleCount Specifies the number of samples the Progressive Lightmapper uses when sampling indirect lighting from the skybox. (Editor only). extractAO Whether the Progressive Lightmapper extracts Ambient Occlusion to a separate lightmap. (Editor only). filteringAtrousPositionSigmaAO Specifies the threshold the Progressive Lightmapper uses to filter direct light stored in the lightmap when using the A-Trous filter. (Editor only). filteringAtrousPositionSigmaDirect Specifies the threshold the Progressive Lightmapper uses to filter the indirect lighting component of the lightmap when using the A-Trous filter. (Editor only). filteringAtrousPositionSigmaIndirect Specifies the radius the Progressive Lightmapper uses to filter the ambient occlusion component in the lightmap when you use the Gaussian filter. (Editor only). filteringGaussianRadiusAO Specifies the radius the Progressive Lightmapper uses to filter the direct lighting component of the lightmap when you use the Gaussian filter. (Editor only). filteringGaussianRadiusDirect Specifies the radius the Progressive Lightmapper uses to filter the indirect lighting component of the lightmap when you use the Gaussian filter. (Editor only). filteringGaussianRadiusIndirect Specifies the method that the Progressive Lightmapper uses to reduce noise in lightmaps. (Editor only). filteringMode Specifies the filter type that the Progressive Lightmapper uses for ambient occlusion. (Editor only). filterTypeAO Specifies the filter kernel that the Progressive Lightmapper uses for ambient occlusion. (Editor only). filterTypeDirect Specifies the filter kernel that the Progressive Lightmapper uses for the direct lighting. (Editor only). filterTypeIndirect Specifies whether the Editor calculates the final global illumination light bounce at the same resolution as the baked lightmap. indirectResolution Defines the number of texels that Enlighten Realtime Global Illumination uses per world unit when calculating indirect lighting. (Editor only). indirectSampleCount Specifies the number of samples the Progressive Lightmapper uses for indirect lighting calculations. (Editor only). indirectScale Multiplies the intensity of of indirect lighting in lightmaps. (Editor only). lightmapCompression The level of compression the Editor uses for lightmaps. lightmapMaxSize The maximum size in pixels of an individual lightmap texture. (Editor only). lightmapPadding Sets the distance (in texels) between separate UV tiles in lightmaps. (Editor only). lightmapper Determines which backend to use for baking lightmaps in the Baked Global Illumination system. (Editor only). lightmapResolution Defines the number of texels to use per world unit when generating lightmaps. lightProbeSampleCountMultiplier Specifies the number of samples to use for Light Probes relative to the number of samples for lightmap texels. (Editor only). maxBounces Stores the maximum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) minBounces Stores the minimum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) mixedBakeMode Sets the MixedLightingMode that Unity uses for all Mixed Lights in the Scene. (Editor only). prioritizeView Whether the Progressive Lightmapper prioritizes baking visible texels within the frustum of the Scene view. (Editor only). realtimeEnvironmentLighting Determines the lightmap that Unity stores environment lighting in. realtimeGI Whether to enable the Enlighten Realtime Global Illumination system for this Scene. respectSceneVisibilityWhenBakingGI When Unity is precomputing or baking Global Illumination, respect the Scene Visibility setting of a [[GameObject] with a MeshRenderer or Terrain component. Inherited Members Properties Property Description hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.RetroSearch is an open source project built by @garambo | Open a GitHub Issue
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