| activeColorSpace | Active color space. |
| anisotropicFiltering | Global anisotropic filtering mode. |
| antiAliasing | Set The AA Filtering option. |
| billboardsFaceCameraPosition | If enabled, billboards will face towards camera position rather than camera orientation. |
| blendWeights | Blend weights. |
| desiredColorSpace | Desired color space. |
| lodBias | Global multiplier for the LOD's switching distance. |
| masterTextureLimit | A texture size limit applied to all textures. |
| maximumLODLevel | A maximum LOD level. All LOD groups. |
| maxQueuedFrames | Maximum number of frames queued up by graphics driver. |
| names | The indexed list of available Quality Settings. |
| particleRaycastBudget | Budget for how many ray casts can be performed per frame for approximate collision testing. |
| pixelLightCount | The maximum number of pixel lights that should affect any object. |
| realtimeReflectionProbes | Enables realtime reflection probes. |
| shadowCascade2Split | The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. |
| shadowCascade4Split | The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. |
| shadowCascades | Number of cascades to use for directional light shadows. |
| shadowDistance | Shadow drawing distance. |
| shadowNearPlaneOffset | Offset shadow frustum near plane. |
| shadowProjection | Directional light shadow projection. |
| softVegetation | Use a two-pass shader for the vegetation in the terrain engine. |
| vSyncCount | The VSync Count. |