Class GlobalIlluminationSettings
Contains settings for Global Illumination effect rendering.
Inheritance
Namespace: FlaxEngine
Assembly: FlaxEngine.CSharp.dll
Syntax
[Unmanaged]
public sealed class GlobalIlluminationSettings : ValueType
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
[EditorOrder(11)]
[Limit(0F, 10F, 0.01F)]
public float BounceIntensity
Field Value
|
System.Single
|
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
[EditorOrder(30)]
[Limit(1000F, 3.40282347E+38F, 1F)]
[ValueCategory]
public float Distance
Field Value
|
System.Single
|
FallbackIrradiance
The irradiance lighting outside the GI range used as a fallback to prevent pure-black scene outside the Global Illumination range.
Declaration
[EditorOrder(40)]
public Color FallbackIrradiance
Field Value
|
Color
|
IndirectResolution
The indirect lighting render resolution. Full gives better quality, but half improves performance.
Declaration
[EditorOrder(50)]
public ResolutionMode IndirectResolution
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
[EditorOrder(35)]
[Limit(0F, 1F, 0.001F)]
public float IndirectShadowsStrength
Field Value
|
System.Single
|
Intensity
Global Illumination indirect lighting intensity scale. Can be used to boost or reduce GI effect.
Declaration
[EditorOrder(10)]
[Limit(0F, 10F, 0.01F)]
public float Intensity
Field Value
|
System.Single
|
Mode
The Global Illumination mode to use.
Declaration
[EditorOrder(0)]
public GlobalIlluminationMode Mode
Field Value
|
GlobalIlluminationMode
|
Reflections
The indirect specular reflections rendering mode to use.
Declaration
[EditorOrder(100)]
public ReflectionsMode Reflections
Field Value
|
ReflectionsMode
|
ReflectionsResolution
The indirect specular reflections render resolution. Full gives better quality, but half improves performance.
Declaration
[EditorOrder(110)]
public ResolutionMode ReflectionsResolution
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
[EditorOrder(20)]
[Limit(0F, 1F, 1F)]
public float TemporalResponse
Field Value
|
System.Single
|
Properties
Default
The default GlobalIlluminationSettings.
Declaration
public static GlobalIlluminationSettings Default { get; }
Property Value
|
GlobalIlluminationSettings
|