Class GlobalIllumination
A volume component that holds settings for the global illumination (screen space and ray traced).
Inheritance
Inherited Members
Namespace: UnityEngine.Rendering.HighDefinition
Syntax
[Serializable]
[VolumeComponentMenuForRenderPipeline("Lighting/Screen Space Global Illumination", new Type[]{typeof(HDRenderPipeline)})]
public sealed class GlobalIllumination : VolumeComponentWithQuality
Fields
bounceCount
Number of bounces for evaluating the effect.
Declaration
[Tooltip("Number of bounces for GI.")]
public ClampedIntParameter bounceCount
Field Value
Type | Description |
---|---|
UnityEngine.Rendering.ClampedIntParameter |
depthBufferThickness
The thickness of the depth buffer value used for the ray marching step
Declaration
[Tooltip("Controls the thickness of the depth buffer used for ray marching.")]
public ClampedFloatParameter depthBufferThickness
Field Value
Type | Description |
---|---|
UnityEngine.Rendering.ClampedFloatParameter |
enable
Enable screen space global illumination.
Declaration
[Tooltip("Enable screen space global illumination.")]
public BoolParameter enable
Field Value
Type | Description |
---|---|
UnityEngine.Rendering.BoolParameter |
fullResolutionSS
Defines if the screen space global illumination should be evaluated at full resolution.
Declaration
public BoolParameter fullResolutionSS
Field Value
Type | Description |
---|---|
UnityEngine.Rendering.BoolParameter |
lastBounceFallbackHierarchy
Controls the fallback hierarchy for lighting the last bounce.
Declaration
[Tooltip("Controls the fallback hierarchy for lighting the last bounce.")]
[AdditionalProperty]
public RayMarchingFallbackHierarchyParameter lastBounceFallbackHierarchy
Field Value
Type | Description |
---|---|
RayMarchingFallbackHierarchyParameter |
layerMask
Defines the layers that GI should include.
Declaration
[Tooltip("Defines the layers that GI should include.")]
public LayerMaskParameter layerMask
Field Value
Type | Description |
---|---|
UnityEngine.Rendering.LayerMaskParameter |
mode
Controls which version of the effect should be used.
Declaration
[Tooltip("Controls which version of the effect should be used.")]
public RayTracingModeParameter mode
Field Value
Type | Description |
---|---|
RayTracingModeParameter |
rayMiss
Controls the fallback hierarchy for indirect diffuse in case the ray misses.
Declaration
[Tooltip("Controls the fallback hierarchy for indirect diffuse in case the ray misses.")]
[FormerlySerializedAs("fallbackHierarchy")]
[AdditionalProperty]
public RayMarchingFallbackHierarchyParameter rayMiss
Field Value
Type | Description |
---|---|
RayMarchingFallbackHierarchyParameter |
receiverMotionRejection
When enabled, the receiver's movement should be considered a valid rejection condition.
Declaration
[AdditionalProperty]
[Tooltip("When enabled, the receiver's movement should be considered a valid rejection condition.")]
public BoolParameter receiverMotionRejection
Field Value
Type | Description |
---|---|
UnityEngine.Rendering.BoolParameter |
sampleCount
Number of samples for evaluating the effect.
Declaration
[Tooltip("Number of samples for GI.")]
public ClampedIntParameter sampleCount
Field Value
Type | Description |
---|---|
UnityEngine.Rendering.ClampedIntParameter |
textureLodBias
The LOD Bias HDRP applies to textures in the global illumination.
Declaration
[Tooltip("The LOD Bias HDRP applies to textures in the global illumination. A higher value increases performance and makes denoising easier, but it might reduce visual fidelity.")]
public ClampedIntParameter textureLodBias
Field Value
Type | Description |
---|---|
UnityEngine.Rendering.ClampedIntParameter |
tracing
Declaration
[Tooltip("Controls the casting technique used to evaluate the effect. Ray marching uses a ray-marched screen-space solution, Ray tracing uses a hardware accelerated world-space solution. Mixed uses first Ray marching, then Ray tracing if it fails to intersect on-screen geometry.")]
public RayCastingModeParameter tracing
Field Value
Type | Description |
---|---|
RayCastingModeParameter |
Properties
clampValue
Controls the clamp of intensity.
Declaration
public float clampValue { get; set; }
Property Value
Type | Description |
---|---|
Single |
denoise
Defines if the ray traced global illumination should be denoised.
Declaration
public bool denoise { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
denoiserRadius
Controls the radius of the global illumination denoiser (First Pass).
Declaration
public float denoiserRadius { get; set; }
Property Value
Type | Description |
---|---|
Single |
denoiserRadiusSS
Controls the radius of the global illumination denoiser (First Pass).
Declaration
public float denoiserRadiusSS { get; set; }
Property Value
Type | Description |
---|---|
Single |
denoiseSS
Defines if the screen space global illumination should be denoised.
Declaration
public bool denoiseSS { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
fullResolution
Defines if the effect should be evaluated at full resolution.
Declaration
public bool fullResolution { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
halfResolutionDenoiser
Defines if the denoiser should be evaluated at half resolution.
Declaration
public bool halfResolutionDenoiser { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
halfResolutionDenoiserSS
Defines if the denoiser should be evaluated at half resolution.
Declaration
public bool halfResolutionDenoiserSS { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
maxMixedRaySteps
Controls the number of steps used for the mixed tracing
Declaration
public int maxMixedRaySteps { get; set; }
Property Value
Type | Description |
---|---|
Int32 |
maxRaySteps
The number of steps that should be used during the ray marching pass.
Declaration
public int maxRaySteps { get; set; }
Property Value
Type | Description |
---|---|
Int32 |
rayLength
Controls the length of GI rays.
Declaration
public float rayLength { get; set; }
Property Value
Type | Description |
---|---|
Single |
secondDenoiserPass
Defines if the second denoising pass should be enabled.
Declaration
public bool secondDenoiserPass { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
secondDenoiserPassSS
Defines if the second denoising pass should be enabled.
Declaration
public bool secondDenoiserPassSS { get; set; }
Property Value
Type | Description |
---|---|
Boolean |