| Property |
Description |
| albedoBoost | The intensity of surface albedo throughout the Scene when considered in lighting calculations. This value influences the energy of light at each bounce. (Editor only). |
| ao | Whether to apply ambient occlusion to lightmaps. (Editor only). |
| aoExponentDirect | Determines the degree to which direct lighting is considered when calculating ambient occlusion in lightmaps. (Editor only). |
| aoExponentIndirect | Sets the contrast of ambient occlusion that Unity applies to indirect lighting in lightmaps. (Editor only). |
| aoMaxDistance | The distance that a ray travels before Unity considers it to be unoccluded when calculating ambient occlusion in lightmaps. (Editor only). |
| bakedGI | Whether to enable the Baked Global Illumination system for this Scene. |
| blockAlignedPacking | Aligns UV charts in the lightmap to 4x4 texel boundaries. |
| bruteForcePacking | Whether to exhaustively check every possible lightmap layout when packing lightmaps. |
| denoiserTypeAO | Determines the type of denoising that the Progressive Lightmapper applies to ambient occlusion in lightmaps. (Editor only). |
| denoiserTypeDirect | Determines the denoiser that the Progressive Lightmapper applies to direct lighting. (Editor only). |
| denoiserTypeIndirect | Determines the denoiser that the Progressive Lightmapper applies to indirect lighting. (Editor only). |
| directionalityMode | Determines whether the lightmapper should generate directional or non-directional lightmaps. (Editor only). |
| directSampleCount | Specifies the number of samples the Progressive Lightmapper uses for direct lighting calculations. (Editor only). |
| environmentImportanceSampling | Determines whether Progressive Lightmappers use importance sampling when they sample environment lighting while baking. |
| environmentSampleCount | Specifies the number of samples the Progressive Lightmapper uses when sampling indirect lighting from the skybox. (Editor only). |
| extractAO | Whether the Progressive Lightmapper extracts Ambient Occlusion to a separate lightmap. (Editor only). |
| filteringAtrousPositionSigmaAO | Specifies the threshold the Progressive Lightmapper uses to filter direct light stored in the lightmap when using the A-Trous filter. (Editor only). |
| filteringAtrousPositionSigmaDirect | Specifies the threshold the Progressive Lightmapper uses to filter the indirect lighting component of the lightmap when using the A-Trous filter. (Editor only). |
| filteringAtrousPositionSigmaIndirect | Specifies the radius the Progressive Lightmapper uses to filter the ambient occlusion component in the lightmap when you use the Gaussian filter. (Editor only). |
| filteringGaussianRadiusAO | Specifies the radius the Progressive Lightmapper uses to filter the direct lighting component of the lightmap when you use the Gaussian filter. (Editor only). |
| filteringGaussianRadiusDirect | Specifies the radius the Progressive Lightmapper uses to filter the indirect lighting component of the lightmap when you use the Gaussian filter. (Editor only). |
| filteringGaussianRadiusIndirect | Specifies the method that the Progressive Lightmapper uses to reduce noise in lightmaps. (Editor only). |
| filteringMode | Specifies the filter type that the Progressive Lightmapper uses for ambient occlusion. (Editor only). |
| filterTypeAO | Specifies the filter kernel that the Progressive Lightmapper uses for ambient occlusion. (Editor only). |
| filterTypeDirect | Specifies the filter kernel that the Progressive Lightmapper uses for the direct lighting. (Editor only). |
| filterTypeIndirect | Specifies whether the Editor calculates the final global illumination light bounce at the same resolution as the baked lightmap. |
| indirectResolution | Defines the number of texels that Enlighten Realtime Global Illumination uses per world unit when calculating indirect lighting. (Editor only). |
| indirectSampleCount | Specifies the number of samples the Progressive Lightmapper uses for indirect lighting calculations. (Editor only). |
| indirectScale | Multiplies the intensity of of indirect lighting in lightmaps. (Editor only). |
| lightmapCompression | The level of compression the Editor uses for lightmaps. |
| lightmapMaxSize | The maximum size in pixels of an individual lightmap texture. (Editor only). |
| lightmapPackingMethod | The algorithm used to pack UV charts into lightmaps. |
| lightmapPackingMode | The approach used to pack UV charts into lightmaps. |
| lightmapPadding | Sets the distance (in texels) between separate UV tiles in lightmaps. (Editor only). |
| lightmapper | Determines which backend to use for baking lightmaps in the Baked Global Illumination system. (Editor only). |
| lightmapResolution | Defines the number of texels to use per world unit when generating lightmaps. |
| lightProbeSampleCountMultiplier | Specifies the number of samples to use for Light Probes relative to the number of samples for lightmap texels. (Editor only). |
| maxBounces | Stores the maximum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) |
| minBounces | Stores the minimum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) |
| mixedBakeMode | Sets the MixedLightingMode that Unity uses for all Mixed Lights in the Scene. (Editor only). |
| packingAttempts | The number of packing attempts before determining the most efficient layout. |
| prioritizeView | Whether the Progressive Lightmapper prioritizes baking visible texels within the frustum of the Scene view. (Editor only). |
| realtimeEnvironmentLighting | Determines the lightmap that Unity stores environment lighting in. |
| realtimeGI | Whether to enable the Enlighten Realtime Global Illumination system for this Scene. |
| repackUnderutilizedLightmaps | When enabled, Unity attempts to repack lightmaps that are mostly empty at a lower resolution. |
| respectSceneVisibilityWhenBakingGI | When Unity is precomputing or baking Global Illumination, respect the Scene Visibility setting of a [[GameObject] with a MeshRenderer or Terrain component. |