Various settings for the bake.
The bake can be started via Lightmapping class.
See Also: Lightmapping.
aoExponentDirect | Ambient occlusion (AO) for direct lighting. |
aoExponentIndirect | Ambient occlusion (AO) for indirect lighting. |
aoMaxDistance | Beyond this distance a ray is considered to be unoccluded. |
bakeResolution | Specifies 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. |
bounces | Specifies the maximum number of bounces the lightmapper computes for indirect light. The default value is one. The range is 0 to 4. |
denoiserTypeAO | The type of denoising applied to the ambient occlusion for the lightmap. |
denoiserTypeDirect | The type of denoising applied to the direct light for the lightmap. |
denoiserTypeIndirect | The type of denoising applied to the indirect light for the lightmap. |
directSampleCount | Specifies the number of samples the Progressive lightmapper uses for direct lighting calculations. The default value is 32. The minimum value is 1. |
enableAmbientOcclusion | Enable baked ambient occlusion (AO). |
filteringAtrousPositionSigmaAO | Specifies 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. |
filteringAtrousPositionSigmaDirect | Specifies 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. |
filteringAtrousPositionSigmaIndirect | Specifies 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. |
filteringGaussRadiusAO | Specifies 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. |
filteringGaussRadiusDirect | Specifies 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. |
filteringGaussRadiusIndirect | Specifies 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. |
filteringMode | Specifies the method used by the Progressive lightmapper to reduce noise in baked lightmaps. |
filterTypeAO | Configure a filter kernel for the ambient occlusion target. |
filterTypeDirect | Configure a filter kernel for the direct light target. |
filterTypeIndirect | Configure a filter kernel for the indirect light target. |
indirectSampleCount | Specifies the number of samples the Progressive lightmapper uses for indirect lighting calculations. The default value is 500. The minimum value is 10. |
lightmapper | Determines which backend to use for baking lightmaps. |
lightmapsMode | NonDirectional or CombinedDirectional lightmaps rendering mode. |
maxAtlasSize | The maximum size of an individual lightmap texture. |
mixedBakeMode | Indicates the Mixed mode that is used to bake the LightmapBakeType.Mixed lights, irrelevant for realtime and baked lights. |
padding | Texel separation between shapes. |
prioritizeView | Specifies whether the Progressive lightmapper should prioritize baking texels within the Scene view. The default value is true. |
realtimeResolution | Lightmap 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 | Determines how Unity will compress baked reflection cubemap. |
sampling | Determines which sampling strategy to use for baking lightmaps with the Progressive Lightmapper. |
textureCompression | Whether to use texture compression on the generated lightmaps. |
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