Version: 2023.2
LanguageEnglish
  • C#

TierSettings.prefer32BitShadowMaps

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 bool prefer32BitShadowMaps;

Description

Whether Unity should try to use 32-bit shadow maps, where possible.

Most platforms have a fixed shadow map format that you cannot adjust. These vary in format, and can be 16-bit, 24-bit, or 32-bit, and can also be either float or integer based.

However, when you are targeting PlayStation 4 or platforms using DirectX 11 or DirectX 12, you can choose whether Unity should use a 16-bit or 32-bit float shadow map.

32-bit shadow maps give higher quality shadows than 16-bit, but they will use increased memory and bandwidth on the GPU.

In addition, 32-bit shadow maps can only be used if the depth buffer is also set to 32-bit.

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