Lighting Settings Asset Inspector window reference
Debug Draw Modes for lighting reference
Lightmap Parameters Asset Inspector window referenceSwitch to Scripting PropertiesWhen you click on a LightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary Parameters Asset in the Project windowA window that shows the contents of your Assets
folder (Project tab) More info
See in Glossary, the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window displays the values defined in that Asset. The parameters and their descriptions are listed in the table below.
These parameters configure Enlighten Realtime Global Illumination.
See render pipeline feature comparison for more information about support for EnlightenA lighting system by Geomerics used in Unity for Enlighten Realtime Global Illumination. More info
See in Glossary Realtime Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results.
See in Glossary across render pipelinesA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary.
These parameters configure lightmapping.
See render pipeline feature comparison for more information about support for lightmapping across render pipelines.
Property Function Anti-aliasing Samples Determines the number of sub-texel positions to use when sampling a lightmap texel. Set the value above 1 to use supersampling to improve lightmap quality and reduce artifacts related to aliasing.Note: A higher anti-aliasing sample value uses more memory. This means that if you use a high sample number in a large Scene with large lightmap texture sizes, the lightmap bake might not complete.
Backface Tolerance Specifies the percentage of front-facing geometry sampling ray hits a texel must have for Unity to consider it valid. This makes it possible for Unity to invalidate a texel if too many of the rays cast from it hit backfaces (e.g. if the texel is inside geometry). A value of 1.0 means that Unity considers a texel invalid when any of its rays hits a backface, for example. When a texel is invalid, Unity clones valid values from surrounding texels to prevent artifacts. Lower this value to solve lighting problems caused by backface samples. Use the Texel Validity Scene View Draw Mode to adjust this value. Pushoff Pushes ray origins away from geometry along the normal based on the value you specify in modelling units. Unity applies this value to all baked lightmaps. It affects direct light, indirect light, and baked ambient occlusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface.Unity considers GameObjects to have the same Baked Global Illumination settings if they have equal values for Anti-aliasing Samples, Pushoff, Baked Tag, and Backface Tolerance. This means that Unity might pack together GameObjects associated with different Lightmap Parameter Assets.
To pack GameObjects into a set number of lightmaps, Unity scales down UV layouts until all fit within the specified number of lightmaps. This process may reduce lightmap resolution.
Baked AOThese parameters configure Baked Ambient Occlusion.
Property Function Quality The number of rays cast when evaluating baked ambient occlusion (AO). A higher numbers of rays increases AO quality but also increases bake time. Anti-aliasing Samples The number of samples to take when doing anti-aliasing of AO. A higher number of samples increases the AO quality but also increases the bake time. General GI Property Function Backface Tolerance The percentage of rays shot from an output texel that must hit front faces for the lighting system to consider them usable. This allows Unity to invalidate a texel if too many of the rays cast from it hit back faces ( (for example, if the texel is inside some geometry). The lighting system clones valid values from the surrounding texels to avoid unintended artifacts.If Backface Tolerance is 0.0, the lighting system rejects the texel only if it sees nothing but backfaces. If it is 1.0, the lighting system rejects the ray origin if it has even one ray that hits a backface.
LightmapParameters
Lighting Settings Asset Inspector window reference
Debug Draw Modes for lighting reference
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