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    Struct GlobalIlluminationSettings

    Contains settings for Global Illumination effect rendering.

    Inherited Members
    ISerializable::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    GlobalIlluminationSettings
    GlobalIlluminationSettings
    ISerializable::Serialize(SerializeStream& stream, const void* otherObj)
    GlobalIlluminationSettings
    GlobalIlluminationSettings
    ISerializable::ShouldSerialize(const void* otherObj)
    ISerializable::~ISerializable()
    Assembly: FlaxEngine.dll
    File: Engine/Graphics/PostProcessSettings.h
    Syntax
    public struct GlobalIlluminationSettings : public ISerializable

    Fields

    BounceIntensity

    Global Illumination infinite indirect lighting bounce intensity scale. Can be used to boost or reduce GI effect for the light bouncing on the surfaces.

    Declaration
    public float BounceIntensity = 1.0f
    Field Value
    float

    Distance

    Camera-centered draw distance of the Global Illumination effect. Scene outside the range will use fallback irradiance. DDGI automatically derives its cascade layout from this distance and the global probe spacing, so continuously blending this value can recreate probe resources and cause a visible lighting reset.

    Declaration
    public float Distance = 20000.0f
    Field Value
    float

    FallbackIrradiance

    The irradiance lighting outside the GI range used as a fallback to prevent pure-black scene outside the Global Illumination range.

    Declaration
    public Color FallbackIrradiance = Color::Transparent
    Field Value
    Color

    IndirectResolution

    The indirect lighting render resolution. Full gives better quality, but half improves performance.

    Declaration
    public ResolutionMode IndirectResolution = ResolutionMode::Full
    Field Value
    ResolutionMode

    IndirectShadowsStrength

    Indirect lighting shadows intensity. Default is 1 for fully opaque shadowing, lower values bleed the lighting into shadowed areas. Can be sued for artistic control over GI.

    Declaration
    public float IndirectShadowsStrength = 1.0f
    Field Value
    float

    Intensity

    Global Illumination indirect lighting intensity scale. Can be used to boost or reduce GI effect.

    Declaration
    public float Intensity = 1.0f
    Field Value
    float

    Mode

    The Global Illumination mode to use.

    Declaration
    public GlobalIlluminationMode Mode = GlobalIlluminationMode::None
    Field Value
    GlobalIlluminationMode

    OverrideFlags

    The flags for overriden properties.

    Declaration
    public GlobalIlluminationSettingsOverride OverrideFlags = Override::None
    Field Value
    GlobalIlluminationSettingsOverride

    Reflections

    The indirect specular reflections rendering mode to use.

    Declaration
    public ReflectionsMode Reflections = ReflectionsMode::EnvironmentProbes
    Field Value
    ReflectionsMode

    ReflectionsResolution

    The indirect specular reflections render resolution. Full gives better quality, but half improves performance.

    Declaration
    public ResolutionMode ReflectionsResolution = ResolutionMode::Full
    Field Value
    ResolutionMode

    TemporalResponse

    Defines how quickly GI blends between the current frame and the history buffer. Lower values update GI faster, but with more jittering and noise. If the camera in your game doesn't move much, we recommend values closer to 1.

    Declaration
    public float TemporalResponse = 0.9f
    Field Value
    float

    Methods

    BlendWith(GlobalIlluminationSettings& other, float weight)

    Blends the settings using given weight.

    Declaration
    public void BlendWith(GlobalIlluminationSettings& other, float weight)
    Parameters
    GlobalIlluminationSettings other

    The other settings.

    float weight

    The blend weight.

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