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    Class GlobalLightingQualitySettings

    Global lighting quality settings.

    Inheritance
    object
    GlobalLightingQualitySettings
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [Serializable]
    public sealed class GlobalLightingQualitySettings

    Fields

    Name Description
    AOBilateralUpsample

    Ambient Occlusion uses bilateral upsample for each quality level. The array must have one entry per scalable setting level.

    AODirectionCount

    Ambient Occlusion direction count for each quality level. The array must have one entry per scalable setting level, and elements must be between 1 and 6.

    AOFullRes

    Ambient Occlusion uses full resolution buffer for each quality level. The array must have one entry per scalable setting level.

    AOMaximumRadiusPixels

    Ambient Occlusion maximum radius for each quality level. The array must have one entry per scalable setting level, and elements must be between 16 and 256.

    AOStepCount

    Ambient Occlusion step count for each quality level. The array must have one entry per scalable setting level, and elements must be between 2 and 32.

    ContactShadowSampleCount

    Contact shadow sample count for each quality level. The array must have one entry per scalable setting level, and elements must be between 4 and 64.

    Fog_Budget

    Controls the budget of the volumetric fog effect. The array must have one entry per scalable setting level, and elements must be between 0 and 1.

    Fog_ControlMode

    Controls which control mode should be used to define the volumetric fog parameters. The array must have one entry per scalable setting level.

    Fog_DepthRatio

    Controls how the budget is shared between screen resolution and depth. The array must have one entry per scalable setting level, and elements must be between 0 and 1.

    RTAODenoise

    Defines if the ray traced ambient occlusion should be denoised. The array must have one entry per scalable setting level.

    RTAODenoiserRadius

    Controls the radius of the ray traced ambient occlusion denoiser. The array must have one entry per scalable setting level, and elements must be between 0.001 and 1.

    RTAORayLength

    Controls the length of ray traced ambient occlusion rays. The array must have one entry per scalable setting level, and elements must above 0.01.

    RTAOSampleCount

    Number of samples for evaluating the effect. The array must have one entry per scalable setting level, and elements must be between 1 and 64.

    RTGIClampValue

    Clamp value used to reduce the variance in the integration signal. The array must have one entry per scalable setting level, and elements must be between 0.001 and 10.

    RTGIDenoise

    Flag that enables the first denoising pass. The array must have one entry per scalable setting level.

    RTGIDenoiserRadius

    Flag that defines the radius of the first denoiser. The array must have one entry per scalable setting level, and elements must be between 0.001 and 1.0.

    RTGIFullResolution

    Controls if the effect should be computed at full resolution. The array must have one entry per scalable setting level.

    RTGIHalfResDenoise

    Flag that defines if the denoiser should be evaluated at half resolution. The array must have one entry per scalable setting level.

    RTGIRayLength

    Controls the length of ray traced global illumination rays. The array must have one entry per scalable setting level, and elements must above 0.01.

    RTGIRaySteps

    Controls the number of ray steps for hybrid tracing. The array must have one entry per scalable setting level, and elements must above 0.

    RTGISecondDenoise

    Flag that enables the second denoising pass. The array must have one entry per scalable setting level.

    RTRClampValue

    Clamp value used to reduce the variance in the integration signal. The array must have one entry per scalable setting level, and elements must be between 0.001 and 10.

    RTRDenoise

    Flag that enables the first denoising pass. The array must have one entry per scalable setting level.

    RTRDenoiserRadius

    Flag that defines the radius of the first denoiser. The array must have one entry per scalable setting level, and elements must be between 1 and 32.

    RTRFullResolution

    Controls if the effect should be computed at full resolution. The array must have one entry per scalable setting level.

    RTRMinSmoothness

    Controls the minimal smoothness. The array must have one entry per scalable setting level, and elements must be between 0 and 1.

    RTRRayLength

    Controls the length of ray traced reflection rays. The array must have one entry per scalable setting level, and elements must above 0.01.

    RTRRayMaxIterations

    Controls if the effect should be computed at full resolution. The array must have one entry per scalable setting level, and elements must above 0.

    RTRSmoothDenoising

    Flag that defines smooth denoising status. The array must have one entry per scalable setting level.

    RTRSmoothnessFadeStart

    Controls the minimal smoothness. The array must have one entry per scalable setting level, and elements must be between 0 and 1.

    SSGIDenoise

    Flag that enables the first denoising pass.

    SSGIDenoiserRadius

    Flag that defines the radius of the first denoiser.

    SSGIHalfResDenoise

    Flag that defines if the denoiser should be evaluated at half resolution.

    SSGIRaySteps

    Screen space global illumination step count for the ray marching. The array must have one entry per scalable setting level, and elements must above 0.

    SSGISecondDenoise

    Flag that enables the second denoising pass.

    SSRMaxRaySteps

    Maximum number of rays for Screen Space Reflection for each quality level. The array must have one entry per scalable setting level, and elements must above 0.

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