ベイク処理にはさまざまなセッティングがあります。
ベイク処理は Lightmapping クラスによって開始することができます。
See Also: Lightmapping.
aoExponentDirect | Ambient occlusion (AO) for direct lighting. |
aoExponentIndirect | Ambient occlusion (AO) for indirect lighting. |
aoMaxDistance | 値の距離より向こうにはオクルージョンがかからない。 |
bakeResolution | Specifies the resolution of the Baked lightmap in texels per world unit. Specifying higher resolutions can significantly increase the time it takes to bake the lightmap. The default value is one texel per world unit. The minimum value is 0.0001. |
bounces | Specifies the maximum number of bounces the lightmapper computes for indirect light. The default value is one. The range is 0 to 4. |
directSampleCount | Specifies the number of samples the Progressive lightmapper uses for direct lighting calculations. The default value is 32. The minimum value is 1. |
enableAmbientOcclusion | Enable baked ambient occlusion (AO). |
filteringAtrousPositionSigmaAO | Specifies the threshold the Progressive lightmapper uses to filter ambient occlusion stored in the lightmap when using A-Trous filter. The default value is 1. The value range is 0 to 2. |
filteringAtrousPositionSigmaDirect | Specifies the threshold the Progressive lightmapper uses to filter direct light stored in the lightmap when using A-Trous filter. The default value is 0.5. The value range is 0 to 2. |
filteringAtrousPositionSigmaIndirect | Specifies the threshold the Progressive lightmapper uses to filter indirect light stored in the lightmap when using A-Trous filter. The default value is 2. The value range is 0 to 2. |
filteringGaussRadiusAO | Specifies the radius the Progressive lightmapper uses to filter for ambient occlusion in the lightmap when using Gaussian filter. The default value is 2. The value range is 0 to 5. |
filteringGaussRadiusDirect | Specifies the radius the Progressive lightmapper uses to filter for direct light stored in the lightmap when using Gaussian filter. The default value is one. The value range is 0 to 5. |
filteringGaussRadiusIndirect | Specifies the radius the Progressive lightmapper used to filter for indirect light stored in the lightmap when using Gaussian filter. The default value is 5. The value range is 0 to 5. |
filteringMode | Specifies the method used by the Progressive lightmapper to reduce noise in baked lightmaps. |
filterTypeAO | Configure a filter kernel for the ambient occlusion target. |
filterTypeDirect | Configure a filter kernel for the direct light target. |
filterTypeIndirect | Configure a filter kernel for the indirect light target. |
indirectSampleCount | Specifies the number of samples the Progressive lightmapper uses for indirect lighting calculations. The default value is 500. The minimum value is 10. |
lightmapper | Determines which backend to use for baking lightmaps. |
lightmapsMode | NonDirectional or CombinedDirectional lightmaps rendering mode. |
maxAtlasSize | The maximum size of an individual lightmap texture. |
mixedBakeMode | Indicates the Mixed mode that is used to bake the LightmapBakeType.Mixed lights, irrelevant for realtime and baked lights. |
padding | 形状間のテクセル間隔。 |
prioritizeView | Specifies whether the Progressive lightmapper should prioritize baking texels within the Scene view. The default value is true. |
realtimeResolution | Lightmap resolution in texels per world unit. Defines the resolution of Realtime GI if enabled. If Baked GI is enabled, this defines the resolution used for indirect lighting. Higher resolution may take a long time to bake. |
reflectionCubemapCompression | リフレクション キューブマップのベイク圧縮方法を選択します |
sampling | Determines which sampling strategy to use for baking lightmaps with the Progressive Lightmapper. |
textureCompression | Whether to use texture compression on the generated lightmaps. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.