Version: 2020.2
LanguageEnglish
  • C#

LightingSettings.extractAO

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

Switch to Manual
public bool extractAO;

Description

Whether the Progressive Lightmapper extracts Ambient Occlusion to a separate lightmap. (Editor only).

When this is set to true, Unity saves the filtered Ambient Occlusion (AO) texture to disk as a separate lightmap, in addition to applying it to the regular lightmaps. When this is set to false, Unity does not save the filtered AO texture to disk separately.

Use this if you need to access the AO data separately.

Note that the values from _aoExponentDirect and _aoExponentIndirect are not applied; instead, the default values are used. The resulting lightmap is saved to disk in the same location as the other lightmaps.

This only works when autoGenerate is set to false, and ao is set to true.

See Also: Lighting Settings Asset, 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