Version: 2023.1
LanguageEnglish
  • C#

GraphicsSettings.cameraRelativeLightCulling

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 cameraRelativeLightCulling;

Description

Enable or disable using the camera position as the reference point for culling lights.

When Unity culls distant lights, a light that's far away from the world space origin can flicker. The flickering happens because GameObject coordinates become increasingly less precise as they get further away, so the light moves in and out of culling range.

If you set cameraRelativeLightCulling to true, Unity uses the camera position as the reference point for culling lights instead of the world space origin. This can reduce flickering.

If a light is closer to the world space origin than the camera position, setting cameraRelativeLightCulling to true may introduce flickering or make it worse. You can use the following approaches instead:

  • Reduce Camera.farClipPlane to avoid the distance of lights becoming too large for precise calculations.
  • Make everything in your scene smaller, to reduce distances across your whole scene.

See Also: GraphicsSettings.cameraRelativeShadowCulling

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