Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Renderer.realtimeLightmapScaleOffset

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var realtimeLightmapScaleOffset: Vector4;
public Vector4 realtimeLightmapScaleOffset;

Description

The UV scale & offset used for a realtime lightmap.

Same as lightmapScaleOffset, but for realtime lightmaps.

A realtime lightmap is a texture atlas and multiple Renderers can use different portions of the same lightmap.

The vector's x and y refer to UV scale, while z and w refer to UV offset.

Note: this property is only serialized when building the player. In all the other cases it's the responsibility of the Unity lightmapping system (or a custom script that brings external lightmapping data) to set it when the scene loads or playmode is entered.

See Also: LightmapSettings class, lightmapScaleOffset property, ShaderLab properties.

Did you find this page useful? Please give it a rating: