Version: 2019.4

LightmapEditorSettings

class in UnityEditor

マニュアルに切り替える

説明

ベイク処理にはさまざまなセッティングがあります。

ベイク処理は Lightmapping クラスによって開始することができます。

See Also: Lightmapping.

Static 変数

aoExponentDirectAmbient occlusion (AO) for direct lighting.
aoExponentIndirectAmbient occlusion (AO) for indirect lighting.
aoMaxDistance値の距離より向こうにはオクルージョンがかからない。
bakeResolutionSpecifies the resolution of the Baked lightmap in texels per world unit. Specifying higher resolutions can significantly increase the time it takes to bake the lightmap. The default value is one texel per world unit. The minimum value is 0.0001.
bouncesSpecifies the maximum number of bounces the Progressive Lightmapper computes for indirect light. The default value is 2. The range is 0 to 4.
denoiserTypeAOThe type of denoising applied to the ambient occlusion for the lightmap.
denoiserTypeDirectThe type of denoising applied to the direct light for the lightmap.
denoiserTypeIndirectThe type of denoising applied to the indirect light for the lightmap.
directSampleCountSpecifies the number of samples the Progressive Lightmapper uses for direct lighting calculations. The default value is 32. The range is 1 to 131072.
enableAmbientOcclusionEnable baked ambient occlusion (AO).
environmentSampleCountSpecifies the number of samples the Progressive Lightmapper uses for direct environment lighting calculations. The default value is 256. The range is 8 to 131072.
exportTrainingDataExports training data in the project folder for the current bake. Only works with Progressive CPU.
filteringAtrousPositionSigmaAOSpecifies the threshold the Progressive Lightmapper uses to filter ambient occlusion stored in the lightmap when using A-Trous filter. The default value is 1. The value range is 0 to 2.
filteringAtrousPositionSigmaDirectSpecifies the threshold the Progressive Lightmapper uses to filter direct light stored in the lightmap when using A-Trous filter. The default value is 0.5. The value range is 0 to 2.
filteringAtrousPositionSigmaIndirectSpecifies the threshold the Progressive Lightmapper uses to filter indirect light stored in the lightmap when using A-Trous filter. The default value is 2. The value range is 0 to 2.
filteringGaussRadiusAOSpecifies the radius the Progressive Lightmapper uses to filter for ambient occlusion in the lightmap when using Gaussian filter. The default value is 2. The value range is 0 to 5.
filteringGaussRadiusDirectSpecifies the radius the Progressive Lightmapper uses to filter for direct light stored in the lightmap when using Gaussian filter. The default value is one. The value range is 0 to 5.
filteringGaussRadiusIndirectSpecifies the radius the Progressive Lightmapper used to filter for indirect light stored in the lightmap when using Gaussian filter. The default value is 5. The value range is 0 to 5.
filteringModeSpecifies the method used by the Progressive Lightmapper to reduce noise in baked lightmaps.
filterTypeAOConfigure a filter kernel for the ambient occlusion target.
filterTypeDirectConfigure a filter kernel for the direct light target.
filterTypeIndirectConfigure a filter kernel for the indirect light target.
indirectSampleCountSpecifies the number of samples the Progressive Lightmapper uses for indirect lighting calculations. The default value is 512. The range is 8 to 131072.
lightmapperDetermines which backend to use for baking lightmaps.
lightmapsModeNonDirectional or CombinedDirectional lightmaps rendering mode.
lightProbeSampleCountMultiplierSpecifies the number of samples to use for Light Probes relative to lightmap texels. The default value is 4.
maxAtlasSizeThe maximum size of an individual lightmap texture.
mixedBakeModeIndicates the Mixed mode that is used to bake the LightmapBakeType.Mixed lights, irrelevant for realtime and baked lights.
padding形状間のテクセル間隔。
prioritizeViewSpecifies whether the Progressive Lightmapper should prioritize baking texels within the Scene view. The default value is true.
realtimeResolutionLightmap resolution in texels per world unit. Defines the resolution of Realtime GI if enabled. If Baked GI is enabled, this defines the resolution used for indirect lighting. Higher resolution may take a long time to bake.
reflectionCubemapCompressionリフレクション キューブマップのベイク圧縮方法を選択します
samplingDetermines which sampling strategy to use for baking lightmaps with the Progressive Lightmapper.
textureCompressionWhether to use texture compression on the generated lightmaps.
trainingDataDestinationControls the name of the destination folder for the exported textures. For example, "mySetup/30samples" would be located in the project folder.
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