The Billboard Renderer renders Billboard Assets. Billboards are a level-of-detail (LOD) method for drawing complicated 3D Meshes in a simpler way when they are far away from the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary. When a MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary is far away from the Camera, its size on screen means there is no need to draw it in full detail. Instead, you can replace the complex 3D Mesh with a 2D billboard representation.
Certain features, such as SpeedTree, export Billboard Assets, but you can also create them yourself. For information on how to create a Billboard Asset, see the BillboardAssets Manual page and the BillboardAsset Script reference page.
Properties on this component are split into the following sections:
This section contains general properties in the root of the component.
|Specifies the Billboard Asset this component renders.
The Lighting section contains properties that specify how this Billboard Renderer interacts with lighting in Unity.
|Specify if and how the Mesh casts shadows when a suitable Light shines on it.
|The Mesh casts a shadow when a shadow-casting Light shines on it.
|The Mesh does not cast shadows.
|The Mesh casts two-sided shadows from either side. EnlightenA lighting system by Geomerics used in Unity for lightmapping and for Realtime Global Illumination. More info
See in Glossary and the Progressive LightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info
See in Glossary do not support two-sided shadows.
|Shadows from the Mesh are visible, but not the Mesh itself.
|Enable this option to make the Mesh display any shadows that are cast upon it. This is only supported when using the Progressive Lightmapper.
The Probes section contains properties relating to Light Probes and Reflection Probes.
|Set how this Renderer receives light from the Light ProbeLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary system.
For more information, see Light Probes.
|The Renderer doesn’t use any interpolated Light Probes.
|The Renderer uses one interpolated Light Probe. This is the default value.
|Use Proxy Volume
|The Renderer uses a 3D grid of interpolated Light Probes.
|The Renderer extracts Light Probe shaderA program that runs on the GPU. More info
See in Glossary uniform values from the MaterialPropertyBlock.
|Proxy Volume Override
|Set a reference to another GameObject that has a Light Probe Proxy Volume component.
This property is only visible when Light Probes is set to Use Proxy Volume.
|Set how the Renderer receives reflections from the Reflection ProbeA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary system.
|Disables Reflection Probes. Unity uses a skyboxA special type of Material used to represent skies. Usually six-sided. More info
See in Glossary for reflection.
|Enables Reflection Probes. Blending occurs only between Reflection Probes. This is useful in indoor environments where the character may transition between areas with different lighting settings.
|Blend Probes and Skybox
|Enables Reflection Probes. Blending occurs between Reflection Probes, or between Reflection Probes and the default reflection. This is useful for outdoor environments.
|Enables Reflection Probes, but no blending occurs between Reflection Probes when there are two overlapping volumes.
This section contains additional renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary properties.
|Set whether to use motion vectors to track this Renderer’s per-pixel, screen-space motion from one frame to the next. You can use this information to apply post-processing effects such as motion blur.
Note that not all platforms support motion vectors. See SystemInfo.supportsMotionVectors for more information.
|Camera Motion Only
|Use only Camera movement to track motion.
|Per Object Motion
|Use a specific pass to track motion for this Renderer.
|Force No Motion
|Do not track motion.
|When Dynamic Occlusion is enabled, Unity culls this Renderer when it is blocked from a Camera’s view by a Static Occluder. Dynamic Occlusion is enabled by default.
When Dynamic Occlusion is disabled, Unity does not cull this Renderer when it is blocked from a Camera’s view by a Static Occluder. Disable Dynamic Occlusion to achieve effects such as drawing the outline of a character behind a wall.
See documentation on occlusion cullingA feature that disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects. More info
See in Glossary for more information.