This page contains the following sections:
The Materials section in the Mesh Renderer Inspector lists all the Materials that the Mesh Renderer is using. Meshes imported from 3D modelling software can use multiple Materials, and each sub-Mesh uses one Material from the list.
If a Mesh contains more Materials than sub-Meshes, Unity renders the last sub-Mesh with each of the remaining Materials, one on top of the next. This allows you to set up multi-pass rendering on that sub-Mesh. However, this can impact the performance at run time. Fully opaque Materials overwrite the previous layers, which causes a decrease in performance with no advantage.
|Size||Specify the number of Materials in the Mesh Renderer. If you decrease the size of the list of Materials, Unity deletes the elements at the end of the list.|
|Element||A list of the Materials in the Mesh Renderer, in numeric order. The first element is always named Element 0.|
The Lighting section contains properties for how this Mesh Renderer interacts with lighting in Unity.
|Cast Shadows||Specify if and how the Mesh casts shadows when a suitable Light shines on it.|
|On||The Mesh casts a shadow when a shadow-casting Light shines on it.|
|Off||The Mesh does not cast shadows.|
|Two Sided||The Mesh casts two-sided shadows from either side. Enlighten and the Progressive Lightmapper do not support two-sided shadows.|
|Shadows Only||Shadows from the Mesh are visible, but not the Mesh itself.|
|Receive Shadows||Enable this option to make the Mesh display any shadows that are cast upon it. This is only supported when using the Progressive Lightmapper.|
|Contribute Global Illumination||Enable this checkbox to include the GameObject in Global Illumination computations. When enabled, Unity also enables the Static checkbox at the top of the GameObject’s Inspector, with the property Contribute Global Illumination enabled.
Enable this property to make the Receive Global Illumination property appear.
|Receive Global Illumination||Use this drop-down menu to specify whether the GameObject should receive lighting from either Light Propes or lightmaps.
If you select lightmaps, the Lightmapping properties appear.
You can only configure this option if you’ve enabled Contribute Global Illumination above.
If you do not enable Contribute Global Illumination, the GameObject registers as non-static, the Static checkbox for the GameObject doesn’t have a checkmark, and Receive Global Illumination is grayed out. The GameObject then receives Global Illumination from Light Probes.
|Prioritize illumination||Enable this option to always include this GameObject in lighting calculations. This is useful for GameObjects that are strongly emissive to make sure that other GameObjects are illuminated by this GameObject.|
The Probes section contains properties for Light Probes in your Scene.
|Light Probes||The probe-based lighting interpolation mode. A Mesh receives light from the Light Probe system depending on the value you set here. Unity uses a single point as the Mesh’s notional position probe interpolation. By default, this is the centre of the Mesh’s bounding box, but you can change this by dragging a Transform to the Anchor Override property.
By default, a probe-lit Renderer receives lighting from a single Light Probe that is interpolated from the surrounding Light Probes in the Scene. Because of this, GameObjects have constant ambient lighting across the surface. It has a rotational gradient because it is using spherical harmonics, but it lacks a spatial gradient. This is more noticeable on larger GameObjects or Particle Systems. The lighting across the GameObject matches the lighting at the anchor point, and if the GameObject straddles a lighting gradient, parts of the GameObject look incorrect.
To prevent this, set the Light Probes property to Use Proxy Volume, with an additional Light Probe Proxy Volume component. This generates a 3D grid of interpolated Light Probes inside a bounding volume. You can specify the resolution of the grid. Unity converts tThe spherical harmonics coefficients of the interpolated Light Probes into 3D Textures, and then samples them at render time to compute the contribution to the diffuse ambient lighting. This adds a spatial gradient to probe-lit GameObjects.
For more information, see Light Probes.
|Blend Probes||レンダラーは 1 つの補間したライトプローブを使用します。これはデフォルトのオプションです。|
|Use Proxy Volume||レンダラーは補間したライトプローブの 3D グリッドを使用します。|
|Custom Provided||The Renderer extracts light probe shader uniform values from the MaterialPropertyBlock.|
|Proxy Volume Override||Set a reference to another GameObject that has a Light Probe Proxy Volume component.
This property is only visible when Light Probes is set to Use Proxy Volume.
|Reflection Probes||Specify how the GameObject is affected by reflections in the Scene. You cannot disable this property in deferred rendering modes.
A Mesh can receive reflections from the Reflection Probe system depending on the value you set here. Unity uses a single point for the Mesh’s notional position probe interpolation. By default, this is the center of the Mesh’s bounding box, but you can change this by dragging a Transform to the Anchor Override property.
|Off||Disables Reflection probes. Unity uses a skybox for reflection.|
|Blend Probes||Enables Reflection probes. Blending occurs only between probes. This is useful in indoor environments. The Renderer uses default reflection if there are no reflection probes nearby, but no blending between default reflection and probe happens.|
|Blend Probes||Enables Reflection probes. Blending occurs between probes or probes and default reflection. This is useful for outdoor environments.|
|Simple||Enables Reflection probes, but no blending occurs between probes when there are two overlapping volumes.|
|Anchor Override||Set the Transform that Unity uses to determine the interpolation position when using the Light Probe or Reflection Probe systems. For example, this can help when a GameObject contains two adjoining Meshes. Since each Mesh has a separate bounding box, Unity lights the Meshes consistently at the same anchor point. Otherwise, Unity lights the area where the two join together discontinuously.|
The Additional Settings contain additional properties for this Mesh Renderer. |
|Motion Vectors||When enabled, the line has motion vectors rendered into the Camera motion vector Texture. For more information, see Renderer.motionVectorGenerationMode in the Scripting API reference documentation.|
|Dynamic Occlusion||Enable this checkbox if you want Unity to perform occlusion culling for this GameObject even if it is not marked as static.|
If you’ve selected Lightmaps under Receive Global Illumination, the Lightmapping section appears. If you’ve also enabled Realtime Global Illumination Project (menu: Window > Rendering > Lighting Settings), additional properties appear in the Lightmapping section, including UV properties, as shown here:
|Scale in Lightmap||Specify the relative size of the GameObject’s UVs within a lightmap. A value of 0 results in the GameObject not being lightmapped, but it still contributes to lighting other GameObjects in the Scene. A value greater than 1.0 increases the number of pixels (the lightmap resolution) used for this GameObject, while a value less than 1.0 decreases it.
You can use this property to optimize lightmaps so that important and detailed areas are more accurately lit. For example, an isolated building with flat, dark walls uses a low lightmap scale (less than 1.0) while a collection of colourful motorcycles displayed close together requires a high scale value.
|Stitch Seams||When enabled, Enlighten identifies the pair of edges that should be stitched together and produces radiosity which is as smooth as possible across the seam. This parameter applies only to straight edges which run horizontally or vertically along chart boundaries in the atlas. This is designed to work with rectangles which are axis-aligned in UV space.|
|Lightmap Parameters||Choose or create a set of Lightmap Parameters for this GameObject.|
|Optimize Realtime UVs||Specify whether the authored Mesh UVs are optimized for Realtime Global Illumination or not. When enabled, Unity merges, scales and packs the authored UVs for optimization purposes.
When disabled, Unity scales and packs, but does not merge, the authored UVs.
The optimization sometimes makes mistakes about discontinuities in the original UV mapping. For example, an intentionally sharp edge may be misinterpreted as a continuous surface.
|Max Distance||Specify the maximum worldspace distance to be used for UV chart simplification. If charts are within this distance, Unity simplifies them.|
|Max Angle||Specify the maximum angle in degrees between faces sharing a UV edge. If the angle between the faces is below this value, Unity simplifies the UV charts.|
|Ignore Normals||Enable this option to prevent Unity from splitting the UV charts during the precompute process for Realtime Global Illumination lighting.|
|Min Chart Size||Specify the minimum texel size used for a UV chart. If stitching is required, a value of 4 creates a chart of 4x4 texels to store lighting and directionality. If stitching is not required, a value of 2 reduces the texel density and provides better lighting build times and game performance.|
When you’ve baked your lighting (menu: Window > Rendering > Lighting Settings > Generate Lighting ), the Inspector window shows the lightmaps in the Scene that the Renderer components use. Here, you can read relevant information about the Baked Lightmap and the Realtime Lightmap, if applicable.
To mark the Mesh Renderer as Static and enable all the static options for it, including Contribute Global Illumination, enable the Static checkbox on the GameObject . If you only enable Contribute Global Illumination, this enables the Static checkbox without modifying any other Static properties.
2019–08–01 Page amended
Added Contribute Global Illumination and Receive Global Illumination properties and removed Lightmap Static property in Unity 2019.2.
Updated supported lighting backends for Two Sided shadows and Receive shadows.
Mesh Renderer UI は 5.6 に更新