Various settings for the bake.
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
The bake can be started via Lightmapping class.
See Also: Lightmapping.
bounceBoost |
Boosts indirect light (Beast's diffuseBoost property, pow(colorComponent, (1.0 / diffuseBoost))). |
bounceIntensity |
Indirect light intensity multiplier. |
maxAtlasWidth |
The maximum width of an individual lightmap texture. |
maxAtlasHeight |
The maximum height of an individual lightmap texture. |
resolution |
Lightmap resolution in texels per world unit. |
lastUsedResolution |
Last used lightmap resolution (i.e. resolution of the lightmaps currently in the scene) in texels per world unit. |
skyLightColor |
Sky light color. |
skyLightIntensity |
Sky light intensity. |
quality |
Quality of the bake. |
textureCompression |
Whether to use DXT1 compression on the generated lightmaps. |
bounces |
Number of light bounces in the global illumination computation (with 0 meaning direct light only). |
finalGatherRays |
Number of rays used in the final gather integrator. |
finalGatherContrastThreshold |
Contrast threshold between neighbouring surface points. |
finalGatherGradientThreshold |
Controls how the irradiance gradient is used in the interpolation. |
finalGatherInterpolationPoints |
The number of final gather points to interpolate between. |
aoAmount |
Controls how much Ambient Occlusion to blend into the Final Gather solution. |
aoMaxDistance |
Beyond this distance a ray is considered to be unoccluded. |
aoContrast |
Controls the look of the transition from black to white. |
lockAtlas |
If enabled, Beast atlasing won't be run and lightmap indices, tiling and offset won't be modified on Mesh Renderers. |
padding |
Texel separation between shapes. |