Version: 2021.3
LanguageEnglish
  • C#

LightmapParameters

class in UnityEditor

/

Inherits from:Object

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Description

Configures how Unity bakes lighting and can be assigned to a LightingSettings instance or asset.

Note that Unity's built-in Lightmap Parameters Assets are read-only.

Additional resources: LightmapParameters.SetLightmapParametersForLightingSettings.

Properties

antiAliasingSamplesThe maximum number of times to supersample a texel to reduce aliasing.
AOAntiAliasingSamplesThe maximum number of times to supersample a texel to reduce aliasing in AO.
AOQualityThe number of rays to cast for computing ambient occlusion.
backFaceToleranceThe percentage of rays shot from a ray origin that must hit front faces to be considered usable.
bakedLightmapTagBakedLightmapTag is an integer that affects the assignment to baked lightmaps. Objects with different values for bakedLightmapTag are guaranteed to not be assigned to the same lightmap even if the other baking parameters are the same.
blurRadiusThe radius (in texels) of the post-processing filter that blurs baked direct lighting.
clusterResolutionControls the resolution at which Enlighten Realtime Global Illumination stores and can transfer input light.
directLightQualityThe number of rays used for lights with an area. Allows for accurate soft shadowing.
irradianceBudgetThe amount of data used for Enlighten Realtime Global Illumination texels. Specifies how detailed view of the Scene a texel has. Small values mean more averaged out lighting.
irradianceQualityThe number of rays to cast for computing irradiance form factors.
isTransparentIf enabled, the object appears transparent during GlobalIllumination lighting calculations.
limitLightmapCountIf enabled, objects sharing the same lightmap parameters will be packed into LightmapParameters.maxLightmapCount lightmaps.
maxLightmapCountThe maximum number of lightmaps created for objects sharing the same lightmap parameters. This property is ignored if LightmapParameters.limitLightmapCount is false.
modellingToleranceMaximum size of gaps that can be ignored for GI (multiplier on pixel size).
pushoffThe distance to offset the ray origin from the geometry when performing ray tracing, in modelling units. Unity applies the offset to all baked lighting: direct lighting, indirect lighting, environment lighting and ambient occlusion.
resolutionThe texel resolution per meter used for real-time lightmaps. This value is multiplied by LightingSettings.indirectResolution.
stitchEdgesWhether pairs of edges should be stitched together.
systemTagSystem tag is an integer identifier. It lets you force an object into a different Enlighten Realtime Global Illumination system even though all the other parameters are the same.

Public Methods

AssignToLightingSettingsAssignes itself to a LightingSettings instance or asset.

Static Methods

GetLightmapParametersForLightingSettingsReturns the assigned LightmapParameters for the specified LightingSettings.
SetLightmapParametersForLightingSettingsSets the LightmapParameters for the specified LightingSettings.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.