Version: Unity 6.1 Beta (6000.1)
LanguageEnglish
  • C#

RenderSettings

class in UnityEngine

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Inherits from:Object

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Implemented in:UnityEngine.CoreModule

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Description

The Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light.

The properties of the Render Settings class can be adjusted both in the Unity Editor through the Lighting Window and using scripts at runtime.

The Render Settings values are stored inside a scene, so changing the properties of this class will change the scene asset as well.

When multiple scenes are loaded at a time, Unity uses the Render Settings from the active scene.

The example below describes a component creating an axis-aligned zone that changes the color of the fog as the camera moves toward the zone. Additional resources: The Lighting window.

using UnityEngine;

public class FogZone : MonoBehaviour { public Camera mainCamera; public Vector3 zoneCenter = Vector3.zero; public Vector3 zoneSize = new Vector3(10, 10, 10); public Color fogColorInside = Color.red; public Color fogColorOutside = Color.white; public float transitionRadius = 5.0f;

Bounds zoneBounds;

void Start() { // Create a bounds object based on the center and size of the zone zoneBounds = new Bounds(zoneCenter, zoneSize); }

void Update() { if (mainCamera == null) return;

// Calculate the closest point on the box to the camera Vector3 closestPoint = zoneBounds.ClosestPoint(mainCamera.transform.position); float distanceToZone = Vector3.Distance(mainCamera.transform.position, closestPoint);

// Determine the interpolation factor based on the transition radius float t = Mathf.Clamp01(distanceToZone / transitionRadius);

// Interpolate between the inside and outside fog colors RenderSettings.fogColor = Color.Lerp(fogColorInside, fogColorOutside, t); } }

Static Properties

ambientEquatorColorAmbient lighting coming from the sides.
ambientGroundColorAmbient lighting coming from below.
ambientIntensityHow much the light from the Ambient Source affects the Scene.
ambientLightFlat ambient lighting color.
ambientModeAmbient lighting mode.
ambientProbeAn ambient probe that captures environment lighting.
ambientSkyColorAmbient lighting coming from above.
defaultReflectionModeDefault reflection mode.
defaultReflectionResolutionCubemap resolution for default reflection.
flareFadeSpeedThe fade speed of all flares in the Scene.
flareStrengthThe intensity of all flares in the Scene.
fogIs fog enabled?
fogColorThe color of the fog.
fogDensityThe density of the exponential fog.
fogEndDistanceThe ending distance of linear fog.
fogModeFog mode to use.
fogStartDistanceThe starting distance of linear fog.
haloStrengthSize of the Light halos.
reflectionBouncesThe number of times a reflection includes other reflections.
reflectionIntensityHow much the skybox / custom cubemap reflection affects the Scene.
skyboxThe global skybox to use.
subtractiveShadowColorThe color used for the sun shadows in the Subtractive lightmode.
sunThe light used by the procedural skybox.

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.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

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.