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    Class ContactShadows

    A volume component that holds settings for the Contact Shadows effect.

    Inheritance
    object
    Object
    ScriptableObject
    VolumeComponent
    VolumeComponentWithQuality
    ContactShadows
    Implements
    IApplyRevertPropertyContextMenuItemProvider
    Inherited Members
    VolumeComponentWithQuality.quality
    VolumeComponentWithQuality.UsesQualitySettings()
    VolumeComponent.active
    VolumeComponent.displayName
    VolumeComponent.parameters
    VolumeComponent.OnEnable()
    VolumeComponent.OnDisable()
    VolumeComponent.Override(VolumeComponent, float)
    VolumeComponent.SetAllOverridesTo(bool)
    VolumeComponent.GetHashCode()
    VolumeComponent.AnyPropertiesIsOverridden()
    VolumeComponent.OnDestroy()
    VolumeComponent.Release()
    VolumeComponent.TryGetRevertMethodForFieldName(SerializedProperty, out Action<SerializedProperty>)
    VolumeComponent.GetSourceTerm()
    VolumeComponent.TryGetApplyMethodForFieldName(SerializedProperty, out Action<SerializedProperty>)
    VolumeComponent.GetSourceName(Component)
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
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    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [Serializable]
    [VolumeComponentMenu("Shadowing/Contact Shadows")]
    [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
    public class ContactShadows : VolumeComponentWithQuality, IApplyRevertPropertyContextMenuItemProvider

    Fields

    distanceScaleFactor

    Scales the length of the contact shadow ray based on the linear depth value at the origin of the ray.

    Declaration
    public ClampedFloatParameter distanceScaleFactor
    Field Value
    Type Description
    ClampedFloatParameter

    enable

    When enabled, HDRP processes Contact Shadows for this Volume.

    Declaration
    public BoolParameter enable
    Field Value
    Type Description
    BoolParameter

    fadeDistance

    The distance, in meters, over which HDRP fades Contact Shadows out when past the Max Distance.

    Declaration
    public MinFloatParameter fadeDistance
    Field Value
    Type Description
    MinFloatParameter

    fadeInDistance

    The distance, in meters, over which HDRP fades Contact Shadows in when past the Min Distance.

    Declaration
    public MinFloatParameter fadeInDistance
    Field Value
    Type Description
    MinFloatParameter

    length

    Controls the length of the rays HDRP uses to calculate Contact Shadows. It is in meters, but it gets scaled by a factor depending on Distance Scale Factor and the depth of the point from where the contact shadow ray is traced.

    Declaration
    public ClampedFloatParameter length
    Field Value
    Type Description
    ClampedFloatParameter

    maxDistance

    The distance from the camera, in meters, at which HDRP begins to fade out Contact Shadows.

    Declaration
    public MinFloatParameter maxDistance
    Field Value
    Type Description
    MinFloatParameter

    minDistance

    The distance from the camera, in meters, at which HDRP begins to fade in Contact Shadows.

    Declaration
    public MinFloatParameter minDistance
    Field Value
    Type Description
    MinFloatParameter

    opacity

    Controls the opacity of the contact shadows.

    Declaration
    public ClampedFloatParameter opacity
    Field Value
    Type Description
    ClampedFloatParameter

    rayBias

    Controls the bias applied to the screen space ray cast to get contact shadows.

    Declaration
    public ClampedFloatParameter rayBias
    Field Value
    Type Description
    ClampedFloatParameter

    thicknessScale

    Controls the thickness of the objects found along the ray, essentially thickening the contact shadows.

    Declaration
    public ClampedFloatParameter thicknessScale
    Field Value
    Type Description
    ClampedFloatParameter

    Properties

    sampleCount

    Controls the numbers of samples taken during the ray-marching process for shadows. Increasing this might lead to higher quality at the expenses of performance.

    Declaration
    public int sampleCount { get; set; }
    Property Value
    Type Description
    int

    Implements

    IApplyRevertPropertyContextMenuItemProvider
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