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    Enum ShaderOptions

    Project-wide shader configuration options.

    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Config.Runtime.dll
    Syntax
    [GenerateHLSL(PackingRules.Exact, true, false, false, 1, false, false, false, -1, "C:\\temp\\com.unity.render-pipelines.high-definition-config@15.0\\Library\\PackageCache\\com.unity.render-pipelines.high-definition-config@15.0.7\\Runtime\\ShaderConfig.cs")]
    public enum ShaderOptions
    Remarks

    This enum will generate the proper shader defines.

    Fields

    Name Description
    AreaLights

    Support for area lights.

    BarnDoor

    Support for barn doors.

    CameraRelativeRendering

    Uses camera-relative rendering to enhance precision.

    ColoredShadow

    Supports colored shadows in shaders.

    FPTLMaxLightCount

    Maximum number of lights for a fine pruned light tile. This number can only be the prespecified possibilities in FPTLMaxLightSizes Lower count will mean some memory savings. Note: For any rendering bigger than 4k (in native) it is recommended to use Low count per tile, to avoid possible artifacts.

    GlobalMipBias

    Support to apply a global mip bias on all texture samplers of HDRP.

    LightClusterMaxCellElementCount

    The upper limit for the maximum amount of elements per cell in the light cluster. The maximum can be set in the project settings. This value caps the maximum.

    PathTracingMaxLightCount

    Maximum number of lights used in the path tracer light list. This number can be one of the prespecified possibilities in PathTracingLightListSizes, or can be chosen manually. Lower count will mean some memory savings.

    PreExposition

    Uses pre-exposition to enhance color precision.

    PrecomputedAtmosphericAttenuation

    Precomputes atmospheric attenuation for the directional light on the CPU. This makes it independent from the fragment's position, which increases performance but reduces accuracy.

    XrMaxViews

    Maximum number of views for XR.

    See Also
    ShaderConfig
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