Class GlobalIllumination
A volume component that holds settings for the global illumination (screen space and ray traced).
상속된 멤버
네임스페이스: UnityEngine.Rendering.HighDefinition
어셈블리: solution.dll
구문
[Serializable]
[VolumeComponentMenu("Lighting/Screen Space Global Illumination")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.10/manual/Ray-Traced-Global-Illumination.html")]
public sealed class GlobalIllumination : VolumeComponentWithQuality
필드
| 이름 | 설명 |
|---|---|
| bounceCount | Number of bounces for evaluating the effect. |
| depthBufferThickness | The thickness of the depth buffer value used for the ray marching step |
| enable | Enable screen space global illumination. |
| layerMask | Defines the layers that GI should include. |
| mode | Controls which version of the effect should be used. |
| rayTracing | Toggles ray traced global illumination. |
| sampleCount | Number of samples for evaluating the effect. |
프로퍼티
| 이름 | 설명 |
|---|---|
| clampValue | Controls the clamp of intensity. |
| denoise | Defines if the ray traced global illumination should be denoised. |
| denoiserRadius | Controls the radius of the global illumination denoiser (First Pass). |
| filterRadius | Defines the radius for the spatial filter |
| fullResolution | Defines if the effect should be evaluated at full resolution. |
| fullResolutionSS | Defines if the effect should be evaluated at full resolution. |
| halfResolutionDenoiser | Defines if the denoiser should be evaluated at half resolution. |
| rayLength | Controls the length of GI rays. |
| raySteps | The number of steps that should be used during the ray marching pass. |
| secondDenoiserPass | Defines if the second denoising pass should be enabled. |
| upscaleRadius | Defines what radius value should be used to pre-filter the signal. |