Version: 2019.3
LanguageEnglish
  • C#

LightmapEditorSettings.exportTrainingData

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static bool exportTrainingData;

Description

Exports training data in the project folder for the current bake. Only works with Progressive CPU.

Exports data on direct lighting, indirect lighting, directionality, Ambient Occlusion, Texel Validity, normals, positions, a coverage mask, and the final lightmap. All textures have the coverage mask as their alpha channel.

The direct and indirect textures are exported before filtering, but after markup of invalid texels. The lightmap and directionality are exported after filtering and compositing. Ambient Occlusion is exported with an exponent of 1 and does not take the indirect/direct exponent into account. Directionality and Ambient Occlusion have to be enabled in order to export valid data for these textures.

Normals and positions are exported both in object space (os) and world space (ws). Normals are normalized, positions are not. Some textures are marked as "supersampled". This means that the Editor exports the values without downsampling them, if they have a supersampling multiplier that is more than 1.

To change the name of the export folder, see trainingDataDestination.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961