docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class GlobalIllumination

    A volume component that holds settings for the global illumination (screen space and ray traced).

    Inheritance
    object
    Object
    ScriptableObject
    VolumeComponent
    VolumeComponentWithQuality
    GlobalIllumination
    Implements
    IApplyRevertPropertyContextMenuItemProvider
    Inherited Members
    VolumeComponentWithQuality.quality
    VolumeComponent.active
    VolumeComponent.displayName
    VolumeComponent.parameters
    VolumeComponent.Override(VolumeComponent, float)
    VolumeComponent.SetAllOverridesTo(bool)
    VolumeComponent.GetHashCode()
    VolumeComponent.AnyPropertiesIsOverridden()
    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)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    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.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [Serializable]
    [VolumeComponentMenu("Lighting/Screen Space Global Illumination")]
    [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
    public sealed class GlobalIllumination : VolumeComponentWithQuality, IApplyRevertPropertyContextMenuItemProvider

    Fields

    adaptiveProbeVolumesLayerMask

    Controls the fallback hierarchy for indirect diffuse in case the ray misses.

    Declaration
    [Tooltip("Rendering Layer Mask to use when sampling the Adaptive Probe Volumes.\nThis is only used if Rendering Layers Masks are enabled for the active Baking Set.")]
    public RenderingLayerMaskParameter adaptiveProbeVolumesLayerMask
    Field Value
    Type Description
    RenderingLayerMaskParameter

    ambientProbeDimmer

    Controls the dimmer applied to the ambient and legacy light probes.

    Declaration
    [Tooltip("Controls the dimmer applied to the ambient and legacy light probes.")]
    public ClampedFloatParameter ambientProbeDimmer
    Field Value
    Type Description
    ClampedFloatParameter

    bounceCount

    Number of bounces for evaluating the effect.

    Declaration
    [Tooltip("Number of bounces for GI.")]
    public ClampedIntParameter bounceCount
    Field Value
    Type Description
    ClampedIntParameter

    depthBufferThickness

    The thickness of the depth buffer value used for the ray marching step

    Declaration
    [Tooltip("Controls the thickness of the depth buffer used for ray marching.")]
    public ClampedFloatParameter depthBufferThickness
    Field Value
    Type Description
    ClampedFloatParameter

    enable

    Enable screen space global illumination.

    Declaration
    [Tooltip("Enable screen space global illumination.")]
    public BoolParameter enable
    Field Value
    Type Description
    BoolParameter

    fullResolutionSS

    Defines if the screen space global illumination should be evaluated at full resolution.

    Declaration
    public BoolParameter fullResolutionSS
    Field Value
    Type Description
    BoolParameter

    lastBounceFallbackHierarchy

    Controls the fallback hierarchy for lighting the last bounce.

    Declaration
    [Tooltip("Controls the fallback hierarchy for lighting the last bounce.")]
    public RayMarchingFallbackHierarchyParameter lastBounceFallbackHierarchy
    Field Value
    Type Description
    RayMarchingFallbackHierarchyParameter

    layerMask

    Defines the layers that GI should include.

    Declaration
    [Tooltip("Defines the layers that GI should include.")]
    public LayerMaskParameter layerMask
    Field Value
    Type Description
    LayerMaskParameter

    mode

    Controls which version of the effect should be used.

    Declaration
    [Tooltip("Controls which version of the effect should be used.")]
    public RayTracingModeParameter mode
    Field Value
    Type Description
    RayTracingModeParameter

    rayMiss

    Controls the fallback hierarchy for indirect diffuse in case the ray misses.

    Declaration
    [Tooltip("Controls the fallback hierarchy for indirect diffuse in case the ray misses.")]
    [FormerlySerializedAs("fallbackHierarchy")]
    public RayMarchingFallbackHierarchyParameter rayMiss
    Field Value
    Type Description
    RayMarchingFallbackHierarchyParameter

    receiverMotionRejection

    When enabled, global illumination generated by moving objects will not be accumulated, generating less ghosting but introducing additional noise.

    Declaration
    [Tooltip("When enabled, global illumination generated by moving objects will not be accumulated, generating less ghosting but introducing additional noise.")]
    public BoolParameter receiverMotionRejection
    Field Value
    Type Description
    BoolParameter

    sampleCount

    Number of samples for evaluating the effect.

    Declaration
    [Tooltip("Number of samples for GI.")]
    public ClampedIntParameter sampleCount
    Field Value
    Type Description
    ClampedIntParameter

    textureLodBias

    The LOD Bias that HDRP adds to texture sampling in the global illumination.

    Declaration
    [Tooltip("The LOD Bias that HDRP adds to texture sampling in the global illumination. A higher value increases performance and makes denoising easier, but it might reduce visual fidelity.")]
    public ClampedFloatParameter textureLodBias
    Field Value
    Type Description
    ClampedFloatParameter

    tracing

    Declaration
    [Tooltip("Controls the casting technique used to evaluate the effect. Ray marching uses a ray-marched screen-space solution, Ray tracing uses a hardware accelerated world-space solution. Mixed uses first Ray marching, then Ray tracing if it fails to intersect on-screen geometry.")]
    public RayCastingModeParameter tracing
    Field Value
    Type Description
    RayCastingModeParameter

    Properties

    clampValue

    Controls the clamp of intensity.

    Declaration
    public float clampValue { get; set; }
    Property Value
    Type Description
    float

    denoise

    Defines if the ray traced global illumination should be denoised.

    Declaration
    public bool denoise { get; set; }
    Property Value
    Type Description
    bool

    denoiseSS

    Defines if the screen space global illumination should be denoised.

    Declaration
    public bool denoiseSS { get; set; }
    Property Value
    Type Description
    bool

    denoiserRadius

    Controls the radius of the global illumination denoiser (First Pass).

    Declaration
    public float denoiserRadius { get; set; }
    Property Value
    Type Description
    float

    denoiserRadiusSS

    Controls the radius of the global illumination denoiser (First Pass).

    Declaration
    public float denoiserRadiusSS { get; set; }
    Property Value
    Type Description
    float

    fullResolution

    Defines if the effect should be evaluated at full resolution.

    Declaration
    public bool fullResolution { get; set; }
    Property Value
    Type Description
    bool

    halfResolutionDenoiser

    Defines if the denoiser should be evaluated at half resolution.

    Declaration
    public bool halfResolutionDenoiser { get; set; }
    Property Value
    Type Description
    bool

    halfResolutionDenoiserSS

    Defines if the denoiser should be evaluated at half resolution.

    Declaration
    public bool halfResolutionDenoiserSS { get; set; }
    Property Value
    Type Description
    bool

    maxMixedRaySteps

    Controls the number of steps used for the mixed tracing

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

    maxRaySteps

    The number of steps that should be used during the ray marching pass.

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

    rayLength

    Controls the length of GI rays in meters.

    Declaration
    public float rayLength { get; set; }
    Property Value
    Type Description
    float

    secondDenoiserPass

    Defines if the second denoising pass should be enabled.

    Declaration
    public bool secondDenoiserPass { get; set; }
    Property Value
    Type Description
    bool

    secondDenoiserPassSS

    Defines if the second denoising pass should be enabled.

    Declaration
    public bool secondDenoiserPassSS { get; set; }
    Property Value
    Type Description
    bool

    Implements

    IApplyRevertPropertyContextMenuItemProvider
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)