Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

LightmapEditorSettings

class in UnityEditor

/

Implemented in:UnityEditor

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

Description

Various settings for the bake.

The bake can be started via Lightmapping class.

See Also: Lightmapping.

Static Properties

aoExponentDirectAmbient occlusion (AO) for direct lighting.
aoExponentIndirectAmbient occlusion (AO) for indirect lighting.
aoMaxDistanceBeyond this distance a ray is considered to be unoccluded.
bakeResolutionSpecifies the resolution of the Baked lightmap in texels per world unit. Specifying higher resolutions can significantly increase the time it takes to bake the lightmap. The default value is one texel per world unit. The minimum value is 0.0001.
enableAmbientOcclusionEnable baked ambient occlusion (AO).
filterTypeAOConfigure a filter kernel for the ambient occlusion target.
filterTypeDirectConfigure a filter kernel for the direct light target.
filterTypeIndirectConfigure a filter kernel for the indirect light target.
lightmapperDetermines which backend to use for baking lightmaps.
maxAtlasSizeThe maximum size of an individual lightmap texture.
paddingTexel separation between shapes.
realtimeResolutionLightmap resolution in texels per world unit. Defines the resolution of Realtime GI if enabled. If Baked GI is enabled, this defines the resolution used for indirect lighting. Higher resolution may take a long time to bake.
reflectionCubemapCompressionDetermines how Unity will compress baked reflection cubemap.
samplingDetermines which sampling strategy to use for baking lightmaps with the Progressive Lightmapper.
textureCompressionWhether to use texture compression on the generated lightmaps.

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