public sealed class LightingSettingsThe dynamic global illumination doc 19 settled on, per scene.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
⚠ There is nothing here about lightmaps, and that is doc 19's decision rather than an omission. Baked lightmaps are retired, so a lighting panel is about the three things a dynamic solution has budgets for: how far the distance fields reach, how densely the irradiance probes are placed, and how much of the surface cache a frame may spend.
Fields and properties (7)
public bool GlobalIlluminationWhether the scene's global illumination is computed at all.
public float DistanceFieldRangeHow far from the camera the signed distance fields are kept, in metres.
public float DistanceFieldVoxelHow coarse the coarsest clipmap level is, in metres per voxel.
public float ProbeSpacingHow far apart irradiance probes are placed, in metres.
public int ProbeBudgetHow many probes may be updated per frame.
public int SurfaceCacheBudgetHow many surface-cache cards a frame may re-shade.
public int BouncesHow many bounces the solution carries.
Used by (4)
- Describes_Vixen_Editor_App_LightingSettingsVixen.Editor.App
- EditorApplicationVixen.Editor.App
- TypeRegistrationVixen.Editor.App
- WorldSettingsVixen.Editor.App