Version: 2021.1
LanguageEnglish
  • C#

TierSettings

struct in UnityEditor.Rendering

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

A struct that represents graphics settings for a given build target and graphics tier.

Note: Graphics tiers and tier settings are only supported in the Built-in Render Pipeline.

You can configure these settings in the Unity Editor, in the Graphics Settings window.

See Also: Graphics tiers, GraphicsTier, Graphics.activeTier, EditorGraphicsSettings.GetTierSettings, EditorGraphicsSettings.SetTierSettings.

Properties

cascadedShadowMapsWhether to use cascaded shadow maps.
detailNormalMapWhether to sample a Detail Normal Map, if assigned.
enableLPPVWhether Light Probe Proxy Volume should be used.
hdrWhether to enable High Dynamic Range (HDR) rendering.
hdrModeThe format to use for the HDR buffer.
prefer32BitShadowMapsWhether Unity should try to use 32-bit shadow maps, where possible.
realtimeGICPUUsageThe RealtimeGICPUUsage to use.
reflectionProbeBlendingWhether to enable Reflection Probes Blending.
reflectionProbeBoxProjectionWhether to use Reflection Probes Box Projection.
renderingPathThe rendering path to use.
semitransparentShadowsWhether to enable Semitransparent Shadows.
standardShaderQualityThe Standard Shader Quality.