The distance that a ray travels before Unity considers it to be unoccluded when calculating ambient occlusion in lightmaps. (Editor only).
Ambient occlusion (AO) is an effect that approximates how much ambient light a given point on a surface receives. When you apply AO to a Scene, areas of concavity - such as creases, holes and adjacent surfaces - appear darker.
Unity calculates AO by casting rays in a hemisphere from lightmapped texels. This value determines the length that a ray travels before Unity considers it to be unoccluded.
Larger values produce longer rays, which increases the search radius. This means that wider areas of concavity will appear darker. Lower values produce shorter rays, which means that areas of concavity must be tighter in order to appear darker. A value of 0 produces an infinitely long ray, meaning all geometry is considered. The default value is 1.
This setting affects lightmaps generated by the Baked Global Illumination system. Note that this property relates only to baked AO, and has no effect on any real-time AO post-processing effects.
When Unity serializes this LightingSettings
object as a Lighting Settings Asset, this property corresponds to the Max Distance property in the Lighting Settings Asset Inspector.
See Also: Lighting Settings Asset.
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.