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    Class HDAdditionalLightData

    HDRP Additional light data component. It contains the light API and fields used by HDRP.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    HDAdditionalLightData
    Implements
    ISerializationCallbackReceiver
    IAdditionalData
    IVersionable<HDAdditionalLightData.Version>
    Inherited Members
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    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [AddComponentMenu("")]
    [DisallowMultipleComponent]
    [RequireComponent(typeof(Light))]
    [ExecuteAlways]
    public class HDAdditionalLightData : MonoBehaviour, ISerializationCallbackReceiver, IAdditionalData, IVersionable<HDAdditionalLightData.Version>

    Fields

    celestialBodyShadingSource

    Shading source of the celestial body.

    Declaration
    [SerializeField]
    [FormerlySerializedAs("m_EmissiveLightSource")]
    public HDAdditionalLightData.CelestialBodyShadingSource celestialBodyShadingSource
    Field Value
    Type Description
    HDAdditionalLightData.CelestialBodyShadingSource

    diameterMultiplerMode

    Angular diameter mode to use.

    Declaration
    [SerializeField]
    [FormerlySerializedAs("m_DiameterMultiplerMode")]
    public bool diameterMultiplerMode
    Field Value
    Type Description
    bool

    diameterMultiplier

    Multiplier for the angular diameter of the celestial body used only when rendering the sun disk.

    Declaration
    [SerializeField]
    [Min(0)]
    [FormerlySerializedAs("m_DiameterMultiplier")]
    public float diameterMultiplier
    Field Value
    Type Description
    float

    diameterOverride

    Override for the angular diameter of the celestial body used only when rendering the sun disk.

    Declaration
    [SerializeField]
    [Min(0)]
    [FormerlySerializedAs("m_DiameterOverride")]
    public float diameterOverride
    Field Value
    Type Description
    float

    earthshine

    The intensity of the sunlight reflected from the planet onto the moon.

    Declaration
    [SerializeField]
    [Min(0)]
    [FormerlySerializedAs("m_Earthshine")]
    public float earthshine
    Field Value
    Type Description
    float

    flareFalloff

    The falloff rate of flare intensity as the angle from the light increases.

    Declaration
    [SerializeField]
    [Min(0)]
    [FormerlySerializedAs("m_FlareFalloff")]
    public float flareFalloff
    Field Value
    Type Description
    float

    flareMultiplier

    Intensity of the flare.

    Declaration
    [SerializeField]
    [Range(0, 1)]
    public float flareMultiplier
    Field Value
    Type Description
    float

    flareSize

    Size the flare around the celestial body (in degrees).

    Declaration
    [SerializeField]
    [Range(0, 90)]
    [FormerlySerializedAs("m_FlareSize")]
    public float flareSize
    Field Value
    Type Description
    float

    flareTint

    Tints the flare of the celestial body.

    Declaration
    [SerializeField]
    [FormerlySerializedAs("m_FlareTint")]
    public Color flareTint
    Field Value
    Type Description
    Color

    k_DefaultAreaLightIntensity

    The default intensity value for area lights in Lumen

    Declaration
    public const float k_DefaultAreaLightIntensity = 200
    Field Value
    Type Description
    float

    k_DefaultDirectionalLightIntensity

    The default intensity value for directional lights in Lux

    Declaration
    public const float k_DefaultDirectionalLightIntensity = 3.1415927
    Field Value
    Type Description
    float

    k_DefaultPunctualLightIntensity

    The default intensity value for punctual lights in Lumen

    Declaration
    public const float k_DefaultPunctualLightIntensity = 600
    Field Value
    Type Description
    float

    k_DefaultShadowResolution

    Default shadow resolution

    Declaration
    public const int k_DefaultShadowResolution = 512
    Field Value
    Type Description
    int

    k_MaxAspectRatio

    Maximum aspect ratio for pyramid spot lights

    Declaration
    public const float k_MaxAspectRatio = 20
    Field Value
    Type Description
    float

    k_MaxSpotAngle

    Maximum value for the spot light angle

    Declaration
    public const float k_MaxSpotAngle = 179
    Field Value
    Type Description
    float

    k_MaxViewBiasScale

    Maximum shadow map view bias scale

    Declaration
    public const float k_MaxViewBiasScale = 15
    Field Value
    Type Description
    float

    k_MinAreaWidth

    Minimum area light size

    Declaration
    public const float k_MinAreaWidth = 0.01
    Field Value
    Type Description
    float

    k_MinAspectRatio

    Minimum aspect ratio for pyramid spot lights

    Declaration
    public const float k_MinAspectRatio = 0.05
    Field Value
    Type Description
    float

    k_MinSpotAngle

    Minimum value for the spot light angle

    Declaration
    public const float k_MinSpotAngle = 1
    Field Value
    Type Description
    float

    k_MinViewBiasScale

    Minimum shadow map view bias scale

    Declaration
    public const float k_MinViewBiasScale = 0
    Field Value
    Type Description
    float

    moonPhase

    The percentage of moon that receives sunlight.

    Declaration
    [SerializeField]
    [Range(0, 1)]
    [FormerlySerializedAs("m_MoonPhase")]
    public float moonPhase
    Field Value
    Type Description
    float

    moonPhaseRotation

    The rotation of the moon phase.

    Declaration
    [SerializeField]
    [Range(0, 360)]
    [FormerlySerializedAs("m_MoonPhaseRotation")]
    public float moonPhaseRotation
    Field Value
    Type Description
    float

    sunLightOverride

    The Directional light that should illuminate this celestial body.

    Declaration
    [SerializeField]
    public Light sunLightOverride
    Field Value
    Type Description
    Light

    surfaceTexture

    Texture of the surface of the celestial body. Acts like a multiplier.

    Declaration
    [SerializeField]
    [FormerlySerializedAs("m_SurfaceTexture")]
    public Texture surfaceTexture
    Field Value
    Type Description
    Texture

    surfaceTint

    Tints the surface of the celestial body.

    Declaration
    [SerializeField]
    [FormerlySerializedAs("m_SurfaceTint")]
    public Color surfaceTint
    Field Value
    Type Description
    Color

    Properties

    CustomViewCallbackEvent

    Change the View matrix for Spot Light

    Declaration
    public HDAdditionalLightData.CustomViewCallback CustomViewCallbackEvent { get; set; }
    Property Value
    Type Description
    HDAdditionalLightData.CustomViewCallback

    IESTexture

    IES texture for Point, Spot or Rectangular lights. For Point lights, this must be a cubemap. For Spot or Rectangle lights, this must be a 2D texture

    Declaration
    public Texture IESTexture { get; set; }
    Property Value
    Type Description
    Texture

    affectDiffuse

    Controls whether the light affects the diffuse or not

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

    affectSpecular

    Controls whether the light affects the specular or not

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

    affectsVolumetric

    True if the light affects volumetric fog, false otherwise

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

    alwaysDrawDynamicShadows

    Whether cached shadows will always draw dynamic shadow casters.

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

    angularDiameter

    Angular diameter of the celestial body represented by the light as seen from the camera (in degrees). Used to render the sun/moon disk.

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

    applyRangeAttenuation

    If enabled, apply a smooth attenuation factor so at the end of the range, the attenuation is 0. Otherwise the inverse-square attenuation is used and the value never reaches 0.

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

    areaLightCookie

    Get/Set cookie texture for area lights.

    Declaration
    public Texture areaLightCookie { get; set; }
    Property Value
    Type Description
    Texture

    areaLightEmissiveMeshLayer

    Change the Layer of the generated emissive mesh for Area Light

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

    areaLightEmissiveMeshMotionVectorGenerationMode

    Change the Motion Vector Generation Mode of the generated emissive mesh for Area Light

    Declaration
    public MotionVectorGenerationMode areaLightEmissiveMeshMotionVectorGenerationMode { get; set; }
    Property Value
    Type Description
    MotionVectorGenerationMode

    areaLightEmissiveMeshShadowCastingMode

    Change the Shadow Casting Mode of the generated emissive mesh for Area Light

    Declaration
    public ShadowCastingMode areaLightEmissiveMeshShadowCastingMode { get; set; }
    Property Value
    Type Description
    ShadowCastingMode

    areaLightShadowCone

    Get/Set area light shadow cone value.

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

    areaLightShape

    This property has been deprecated, and the area light shapes now exist as separate members in the UnityEngine.LightType enum. So hdAdditionalLightData.areaLightShape = AreaLightShape.Rectangle should now be written as light.type = LightType.Rectangle.

    Declaration
    [Obsolete("This property has been deprecated. Use the UnityEngine.Light.type property instead.", false)]
    public AreaLightShape areaLightShape { get; }
    Property Value
    Type Description
    AreaLightShape

    aspectRatio

    Get/Set the aspect ratio of a pyramid light

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

    barnDoorAngle

    Get/Set the angle so that it behaves like a barn door.

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

    barnDoorLength

    Get/Set the length for the barn door sides.

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

    blockerSampleCount

    Controls the number of samples used to detect blockers for PCSS shadows.

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

    cachedShadowAngleUpdateThreshold

    If any transform angle of the light is over this threshold (in degrees) since last update, a cached shadow which is set to update upon light movement (updateUponLightMovement from script or Update on Light Movement in UI) is updated.

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

    cachedShadowTranslationUpdateThreshold

    Controls the position threshold over which a cached shadow which is set to update upon light movement (updateUponLightMovement from script or Update on Light Movement in UI) triggers an update.

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

    color

    Color of the light.

    Declaration
    public Color color { get; set; }
    Property Value
    Type Description
    Color

    colorShadow

    Enable color shadows on the light.

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

    customSpotLightShadowCone

    Get/Set the custom spot shadow cone value.

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

    dirLightPCSSBlockerSampleCount

    Controls the number of samples used to detect blockers for directional lights PCSS shadows.

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

    dirLightPCSSBlockerSamplingClumpExponent

    Affects how blocker search samples are distributed. Samples distance to center is elevated to this power. A clump exponent of 1 means uniform distribution on the sampling disk. A clump exponent of 2 means distance from center of the uniform distribution are squared (clumped toward center)

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

    dirLightPCSSBlockerSearchAngularDiameter

    Angular diameter to use for blocker search, will include blockers outside of the light cone when greater than m_AngularDiameter to reduce light bleeding. Increasing this value too much may result in self-shadowing artifacts. A value below m_AngularDiameter will get clamped to m_AngularDiameter

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

    dirLightPCSSFilterSampleCount

    Controls the number of samples used to filter for directional lights PCSS shadows.

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

    dirLightPCSSMaxPenumbraSize

    Maximum penumbra size (in world space), limiting blur filter kernel size Measured against a receiving surface perpendicular to light direction (penumbra may get wider for different angles) Very large kernels may affect GPU performance and/or produce undesirable artifacts close to caster

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

    dirLightPCSSMaxSamplingDistance

    Maximum distance from the receiver PCSS shadow sampling occurs, this is to avoid light bleeding due to distant blockers hiding the cone apex and leading to missing occlusion, the lower the least light bleeding but too low will cause self-shadowing Note that the algorithm will also clamp the sampling distance in function of the blocker distance, to avoid light bleeding with very close blockers

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

    dirLightPCSSMinFilterMaxAngularDiameter

    Maximum angular diameter to use to reach minimum filter size, this makes a wider cone at the apex So that we quickly reach minimum filter size while avoiding self-shadowing

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

    dirLightPCSSMinFilterSizeTexels

    Minimum PCSS filter size (in shadowmap texels) to avoid aliasing

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

    displayAreaLightEmissiveMesh

    If enabled, display an emissive mesh rect synchronized with the intensity and color of the light.

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

    distance

    Distance from the camera to the emissive celestial body represented by the light.

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

    enableSpotReflector

    This property has been deprecated and moved to Light.

    Declaration
    [Obsolete("This property has been deprecated. Use Light.enableSpotReflector instead.", false)]
    public bool enableSpotReflector { get; set; }
    Property Value
    Type Description
    bool

    evsmBlurPasses

    Controls the number of blur passes used for EVSM shadows.

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

    evsmExponent

    Controls the exponent used for EVSM shadows.

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

    evsmLightLeakBias

    Controls the light leak bias value for EVSM shadows.

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

    evsmVarianceBias

    Controls the variance bias used for EVSM shadows.

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

    fadeDistance

    Get/Set the light fade distance.

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

    filterSampleCount

    Controls the number of samples used to filter for PCSS shadows.

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

    filterSizeTraced

    Control the size of the filter used for ray traced shadows

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

    filterTracedShadow

    Toggle the filtering of ray traced shadows.

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

    includeForPathTracing

    Controls if the light is enabled when the camera has Path Tracing enabled.

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

    includeForRayTracing

    Controls if the light is enabled when the camera has the RayTracing frame setting enabled.

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

    innerSpotPercent

    Get/Set the inner spot radius in percent.

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

    innerSpotPercent01

    Get the inner spot radius between 0 and 1.

    Declaration
    public float innerSpotPercent01 { get; }
    Property Value
    Type Description
    float

    intensity

    This property has been deprecated and moved to Light.

    Declaration
    [Obsolete("This property has been deprecated. Use Light.intensity instead.", false)]
    public float intensity { get; set; }
    Property Value
    Type Description
    float

    interactsWithSky

    Controls if the directional light affect the Physically Based sky. This have no effect on other skies.

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

    kernelSize

    Controls the kernel size for IMSM shadows.

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

    lightAngle

    Controls the light angle for IMSM shadows.

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

    lightDimmer

    Get/Set the light dimmer / multiplier, between 0 and 16.

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

    lightShadowRadius

    Angular size of the sun in degree.

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

    lightUnit

    This property has been deprecated and moved to Light.

    Declaration
    [Obsolete("This property has been deprecated. Use Light.lightUnit instead.", false)]
    public LightUnit lightUnit { get; set; }
    Property Value
    Type Description
    LightUnit

    lightlayersMask

    Controls which layer will be affected by this light

    Declaration
    public RenderingLayerMask lightlayersMask { get; set; }
    Property Value
    Type Description
    RenderingLayerMask

    lightmapBakeType

    [Editor Only] Set the lightmap bake type.

    Declaration
    public LightmapBakeType lightmapBakeType { get; set; }
    Property Value
    Type Description
    LightmapBakeType

    linkShadowLayers

    Controls if we want to synchronize shadow map light layers and light layers or not.

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

    luxAtDistance

    This property has been deprecated and moved to Light.

    Declaration
    [Obsolete("This property has been deprecated. Use Light.luxAtDistance instead.", false)]
    public float luxAtDistance { get; set; }
    Property Value
    Type Description
    float

    maxDepthBias

    Controls the max depth bias for IMSM shadows.

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

    maxSmoothness

    Get/Set the maximum smoothness of a punctual or directional light.

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

    minFilterSize

    Controls the minimum filter size of PCSS shadows.

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

    nonLightmappedOnly

    Only used when the shadow masks are enabled, control if the we use ShadowMask or DistanceShadowmask for this light.

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

    normalBias

    Get/Set the normal bias of the shadow maps.

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

    numRayTracingSamples

    Controls the number of sample used for the ray traced shadows.

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

    onDemandShadowRenderOnPlacement

    If the shadow update mode is set to OnDemand, this parameter controls whether the shadows are rendered the first time without needing an explicit render request. If this properties is false, the OnDemand shadows will never be rendered unless a render request is performed explicitly.

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

    penumbraTint

    Controls if we want to ray trace the contact shadow.

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

    preserveCachedShadow

    Controls whether the cached shadow maps for this light is preserved upon disabling the light. If this field is set to true, then the light will maintain its space in the cached shadow atlas until it is destroyed.

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

    range

    The range of the light.

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

    rayTraceContactShadow

    Controls if we want to ray trace the contact shadow.

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

    semiTransparentShadow

    Enable semi-transparent shadows on the light.

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

    shadowDimmer

    Get/Set the shadow dimmer.

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

    shadowFadeDistance

    Get/Set the shadow fade distance.

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

    shadowNearPlane

    Controls the near plane distance of the shadows.

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

    shadowResolution

    Retrieve the scalable setting for shadow resolution. Use the SetShadowResolution function to set a custom resolution.

    Declaration
    public IntScalableSettingValue shadowResolution { get; }
    Property Value
    Type Description
    IntScalableSettingValue

    shadowTint

    Controls the tint of the shadows.

    Declaration
    public Color shadowTint { get; set; }
    Property Value
    Type Description
    Color

    shadowUpdateMode

    Get/Set the shadow update mode.

    Declaration
    public ShadowUpdateMode shadowUpdateMode { get; set; }
    Property Value
    Type Description
    ShadowUpdateMode

    shapeHeight

    Control the height of an area, a box spot light or a directional light cookie.

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

    shapeRadius

    Get/Set the radius of a light

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

    shapeWidth

    Control the width of an area, a box spot light or a directional light cookie.

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

    slopeBias

    Get/Set the slope bias of the shadow maps.

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

    softnessScale

    Get/Set the scale factor applied to shape radius or angular diameter for the softness calculation.

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

    spotIESCutoffPercent

    Get/Set the spot ies cutoff.

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

    spotIESCutoffPercent01

    Get the inner spot radius between 0 and 1.

    Declaration
    public float spotIESCutoffPercent01 { get; }
    Property Value
    Type Description
    float

    spotLightShape

    This property has been deprecated, and the spot light shapes now exist as separate members in the UnityEngine.LightType enum. So hdAdditionalLightData.spotLightShape = SpotLightShape.Pyramid should now be written as light.type = LightType.Pyramid.

    Declaration
    [Obsolete("This property has been deprecated. Use the UnityEngine.Light.type property instead.", false)]
    public SpotLightShape spotLightShape { get; }
    Property Value
    Type Description
    SpotLightShape

    sunLightConeAngle

    Angular size of the sun in degree.

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

    type

    This property has been deprecated, and light types that existed only in HDRP have been moved into the UnityEngine.LightType instead. So hdAdditionalLightData.type = HDLightType.Point should now be written as light.type = LightType.Point

    Declaration
    [Obsolete("This property has been deprecated. Use the UnityEngine.Light.type property instead.", false)]
    public HDLightType type { get; set; }
    Property Value
    Type Description
    HDLightType

    updateUponLightMovement

    Whether a cached shadow map will be automatically updated when the light transform changes (more than a given threshold set via cachedShadowTranslationUpdateThreshold and cachedShadowAngleUpdateThreshold).

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

    useContactShadow

    Retrieve the scalable setting to use/ignore contact shadows. Toggle the use contact shadow using @override property of the ScalableSetting.

    Declaration
    public BoolScalableSettingValue useContactShadow { get; }
    Property Value
    Type Description
    BoolScalableSettingValue

    useCustomSpotLightShadowCone

    Toggle the custom spot light shadow cone.

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

    useRayTracedShadows

    Controls if we use ray traced shadows.

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

    useScreenSpaceShadows

    Controls if we resolve the directional light shadows in screen space (ray tracing only).

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

    volumetricDimmer

    Get/Set the light dimmer / multiplier on volumetric effects, between 0 and 16.

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

    volumetricFadeDistance

    Get/Set the light fade distance for volumetrics.

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

    volumetricShadowDimmer

    Get/Set the volumetric shadow dimmer value, between 0 and 1.

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

    Methods

    CopyTo(HDAdditionalLightData)

    Copy all field from this to an additional light data

    Declaration
    public void CopyTo(HDAdditionalLightData data)
    Parameters
    Type Name Description
    HDAdditionalLightData data

    Destination component

    EnableColorTemperature(bool)

    Toggle the usage of color temperature.

    Declaration
    public void EnableColorTemperature(bool enable)
    Parameters
    Type Name Description
    bool enable

    EnableShadows(bool)

    Enable shadows on a light.

    Declaration
    public void EnableShadows(bool enabled)
    Parameters
    Type Name Description
    bool enabled

    GetLightLayers()

    Returns a mask of light layers as uint and handle the case of Everything as being 0xFF and not -1

    Declaration
    public uint GetLightLayers()
    Returns
    Type Description
    uint

    GetLightTypeAndShape()

    This method has been deprecated. Getting the type of the light is now much simpler, and done completely via the UnityEngine.Light monobehavior. So var type = hdAdditionalLightData.GetLightTypeAndShape() should now be written as var type = light.type.

    Declaration
    [Obsolete("This method has been deprecated. Use Light.type instead.", false)]
    public HDLightTypeAndShape GetLightTypeAndShape()
    Returns
    Type Description
    HDLightTypeAndShape

    GetShadowLayers()

    Returns a mask of shadow light layers as uint and handle the case of Everything as being 0xFF and not -1

    Declaration
    public uint GetShadowLayers()
    Returns
    Type Description
    uint

    GetSupportedLightUnits()

    This method has been deprecated.

    Declaration
    [Obsolete("This function has been deprecated. Use LightUnitUtils.IsLightUnitSupported(LightType, LightUnit) instead.", false)]
    public LightUnit[] GetSupportedLightUnits()
    Returns
    Type Description
    LightUnit[]

    Array of supported units

    GetSupportedLightUnits(LightType)

    This method has been deprecated.

    Declaration
    [Obsolete("This function has been deprecated. Use LightUnitUtils.IsLightUnitSupported(LightType, LightUnit) instead.", false)]
    public static LightUnit[] GetSupportedLightUnits(LightType type)
    Parameters
    Type Name Description
    LightType type

    The type of the light

    Returns
    Type Description
    LightUnit[]

    Array of supported units

    GetSupportedLightUnits(HDLightType, SpotLightShape)

    This method has been deprecated.

    Declaration
    [Obsolete("This method has been deprecated. Use the GetSupportedLightUnits(LightType) overload instead.", false)]
    public static LightUnit[] GetSupportedLightUnits(HDLightType type, SpotLightShape spotLightShape)
    Parameters
    Type Name Description
    HDLightType type
    SpotLightShape spotLightShape
    Returns
    Type Description
    LightUnit[]

    InitDefaultHDAdditionalLightData(HDAdditionalLightData)

    Initialize an HDAdditionalLightData that have just beeing created.

    Declaration
    public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
    Parameters
    Type Name Description
    HDAdditionalLightData lightData

    IsValidLightUnitForType(LightType, LightUnit)

    This method has been deprecated. Use the equivalent function LightUnitUtils.IsLightUnitSupported(...) instead.

    Declaration
    [Obsolete("This function has been deprecated. Use LightUnitUtils.IsLightUnitSupported(LightType, LightUnit) instead.", false)]
    public static bool IsValidLightUnitForType(LightType type, LightUnit unit)
    Parameters
    Type Name Description
    LightType type

    The type of the light

    LightUnit unit

    The unit to check

    Returns
    Type Description
    bool

    True: this unit is supported

    IsValidLightUnitForType(HDLightType, SpotLightShape, LightUnit)

    This method has been dperecated.

    Declaration
    [Obsolete("This method has been deprecated. Use LightUnitUtils.IsLightUnitSupported(LightType, LightUnit) instead.", false)]
    public static bool IsValidLightUnitForType(HDLightType type, SpotLightShape spotLightShape, LightUnit unit)
    Parameters
    Type Name Description
    HDLightType type
    SpotLightShape spotLightShape
    LightUnit unit
    Returns
    Type Description
    bool

    RequestShadowMapRendering()

    Request shadow map rendering when Update Mode is set to On Demand.

    Declaration
    public void RequestShadowMapRendering()

    RequestSubShadowMapRendering(int)

    Some lights render more than one shadow maps (e.g. cascade shadow maps or point lights). This method is used to request the rendering of specific shadow map when Update Mode is set to On Demand. For example, to request the update of a second cascade, shadowIndex should be 1. Note: if shadowIndex is a 0-based index and it must be lower than the number of shadow maps a light renders (i.e. cascade count for directional lights, 6 for point lights).

    Declaration
    public void RequestSubShadowMapRendering(int shadowIndex)
    Parameters
    Type Name Description
    int shadowIndex

    The index of the subshadow to update.

    SetAreaLightSize(Vector2)

    Set the area light size.

    Declaration
    public void SetAreaLightSize(Vector2 size)
    Parameters
    Type Name Description
    Vector2 size

    SetBoxSpotSize(Vector2)

    Set the box spot light size.

    Declaration
    public void SetBoxSpotSize(Vector2 size)
    Parameters
    Type Name Description
    Vector2 size

    SetColor(Color, float)

    Set the color of the light.

    Declaration
    public void SetColor(Color color, float colorTemperature = -1)
    Parameters
    Type Name Description
    Color color

    Color

    float colorTemperature

    Optional color temperature

    SetCookie(Texture)

    Set light cookie.

    Declaration
    public void SetCookie(Texture cookie)
    Parameters
    Type Name Description
    Texture cookie

    Cookie texture, must be 2D for Directional, Spot and Area light and Cubemap for Point lights

    SetCookie(Texture, Vector2)

    Set light cookie. Note that the texture must have a power of two size.

    Declaration
    public void SetCookie(Texture cookie, Vector2 directionalLightCookieSize)
    Parameters
    Type Name Description
    Texture cookie

    Cookie texture, must be 2D for Directional, Spot and Area light and Cubemap for Point lights

    Vector2 directionalLightCookieSize

    area light

    SetCullingMask(int)

    Set the light culling mask.

    Declaration
    public void SetCullingMask(int cullingMask)
    Parameters
    Type Name Description
    int cullingMask

    SetDirectionalShadowTint(Color)

    Set the Shadow tint for the directional light.

    Declaration
    public void SetDirectionalShadowTint(Color tint)
    Parameters
    Type Name Description
    Color tint

    SetIntensity(float)

    This method has been deprecated. If you need to set a light's intensity measured by some light unit, you should use the ConvertIntensity(...) method in LightUnitUtils and set Light.intensity directly.

    Declaration
    [Obsolete("This method has been deprecated. Use LightUnitUtils.ConvertIntensity(...) & directly set Light.intensity instead.", false)]
    public void SetIntensity(float intensity)
    Parameters
    Type Name Description
    float intensity

    Light intensity

    SetIntensity(float, LightUnit)

    This method has been deprecated. If you need to set a light's intensity measured by some light unit, you should use the ConvertIntensity(...) method in LightUnitUtils and set Light.intensity directly. If you need to change the unit, set Light.lightUnit directly.

    Declaration
    [Obsolete("This property has been deprecated. Use LightUnitUtils.ConvertIntensity(...) & directly set Light.lightUnit + Light.intensity instead.", false)]
    public void SetIntensity(float intensity, LightUnit unit)
    Parameters
    Type Name Description
    float intensity

    Light intensity

    LightUnit unit

    Unit must be a valid Light Unit for the current light type

    SetLayerShadowCullDistances(float[])

    Set the light layer shadow cull distances.

    Declaration
    public float[] SetLayerShadowCullDistances(float[] layerShadowCullDistances)
    Parameters
    Type Name Description
    float[] layerShadowCullDistances
    Returns
    Type Description
    float[]

    SetLightDimmer(float, float)

    Set the dimmer for light and volumetric light.

    Declaration
    public void SetLightDimmer(float dimmer = 1, float volumetricDimmer = 1)
    Parameters
    Type Name Description
    float dimmer

    Dimmer for the light

    float volumetricDimmer

    Dimmer for the volumetrics

    SetLightLayer(RenderingLayerMask, RenderingLayerMask)

    Set the light layer and shadow map light layer masks. The feature must be enabled in the HDRP asset in norder to work.

    Declaration
    public void SetLightLayer(RenderingLayerMask lightLayerMask, RenderingLayerMask shadowLayerMask)
    Parameters
    Type Name Description
    RenderingLayerMask lightLayerMask

    Layer mask for receiving light

    RenderingLayerMask shadowLayerMask

    Layer mask for shadow rendering

    SetLightTypeAndShape(HDLightTypeAndShape)

    This method has been deprecated. Setting the type of the light is now much simpler, and done completely in the UnityEngine.Light monobehavior. So hdAdditionalLightData.SetLightTypeAndShape(HDLightTypeAndShape.PyramidSpot) should now be written as light.type = LightType.Pyramid.

    Declaration
    [Obsolete("This method has been deprecated. Set the UnityEngine.Light.type property instead.", false)]
    public void SetLightTypeAndShape(HDLightTypeAndShape typeAndShape)
    Parameters
    Type Name Description
    HDLightTypeAndShape typeAndShape

    SetLightUnit(LightUnit)

    This method has been deprecated.

    Declaration
    [Obsolete("This property has been deprecated. Directly set Light.lightUnit instead.", false)]
    public void SetLightUnit(LightUnit unit)
    Parameters
    Type Name Description
    LightUnit unit

    Unit of the light

    SetPCSSParams(int, int, float, float)

    Set parameters for PCSS shadows.

    Declaration
    public void SetPCSSParams(int blockerSampleCount = 16, int filterSampleCount = 24, float minFilterSize = 0.01, float radiusScaleForSoftness = 1)
    Parameters
    Type Name Description
    int blockerSampleCount

    Number of samples used to detect blockers

    int filterSampleCount

    Number of samples used to filter the shadow map

    float minFilterSize

    Minimum filter intensity

    float radiusScaleForSoftness

    Scale applied to shape radius or angular diameter in the softness calculations.

    SetRange(float)

    Set the range of the light.

    Declaration
    public void SetRange(float range)
    Parameters
    Type Name Description
    float range

    SetShadowDimmer(float, float)

    Set the shadow dimmer.

    Declaration
    public void SetShadowDimmer(float shadowDimmer = 1, float volumetricShadowDimmer = 1)
    Parameters
    Type Name Description
    float shadowDimmer

    Dimmer between 0 and 1

    float volumetricShadowDimmer

    Dimmer between 0 and 1 for volumetrics

    SetShadowFadeDistance(float)

    Shadow fade distance in meter.

    Declaration
    public void SetShadowFadeDistance(float distance)
    Parameters
    Type Name Description
    float distance

    SetShadowLightLayer(RenderingLayerMask)

    Set the shadow map light layer masks. The feature must be enabled in the HDRP asset in norder to work.

    Declaration
    public void SetShadowLightLayer(RenderingLayerMask shadowLayerMask)
    Parameters
    Type Name Description
    RenderingLayerMask shadowLayerMask

    SetShadowNearPlane(float)

    Set the near plane of the shadow.

    Declaration
    public void SetShadowNearPlane(float nearPlaneDistance)
    Parameters
    Type Name Description
    float nearPlaneDistance

    SetShadowResolution(int)

    Set the shadow resolution.

    Declaration
    public void SetShadowResolution(int resolution)
    Parameters
    Type Name Description
    int resolution

    Must be between 16 and 16384 but we will allow 0 to turn off the shadow

    SetShadowResolutionLevel(int)

    Set the shadow resolution quality level.

    Declaration
    public void SetShadowResolutionLevel(int level)
    Parameters
    Type Name Description
    int level

    The quality level to use

    SetShadowResolutionOverride(bool)

    Set whether the shadow resolution use the override value.

    Declaration
    public void SetShadowResolutionOverride(bool useOverride)
    Parameters
    Type Name Description
    bool useOverride

    True to use the override value, false otherwise.

    SetShadowUpdateMode(ShadowUpdateMode)

    Set the shadow update mode.

    Declaration
    public void SetShadowUpdateMode(ShadowUpdateMode updateMode)
    Parameters
    Type Name Description
    ShadowUpdateMode updateMode

    SetSpotAngle(float, float)

    Set the spot light angle and inner spot percent. We don't use Light.innerSpotAngle.

    Declaration
    public void SetSpotAngle(float angle, float innerSpotPercent = 0)
    Parameters
    Type Name Description
    float angle

    inner spot angle in degree

    float innerSpotPercent

    inner spot angle in percent

    SetSpotLightLuxAt(float, float)

    This method has been deprecated. If you need to set a light's intensity measured by some light unit, you should use the ConvertIntensity(...) method in LightUnitUtils and set Light.intensity directly. If you need to change the unit, set Light.lightUnit directly. If you need to change lux at distance, set light.luxAtDistance directly.

    Declaration
    [Obsolete("This method has been deprecated. Use LightUnitUtils.ConvertIntensity(...) & directly set Light.luxAtDistance + Light.lightUnit + Light.intensity instead.", false)]
    public void SetSpotLightLuxAt(float luxIntensity, float distance)
    Parameters
    Type Name Description
    float luxIntensity

    Lux intensity

    float distance

    Lux at distance

    UpdateAllLightValues()

    Synchronize all the HD Additional Light values with the Light component.

    Declaration
    public void UpdateAllLightValues()

    Implements

    ISerializationCallbackReceiver
    UnityEngine.Rendering.IAdditionalData
    IVersionable<TVersion>
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