You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
publicstaticreadonlyGUIContentgeneralGIContent=EditorGUIUtility.TrTextContent("General Parameters","Settings used in both Precomputed Realtime Global Illumination and Baked Global Illumination.");
128
155
publicstaticreadonlyGUIContentprecomputedRealtimeGIContent=EditorGUIUtility.TrTextContent("Realtime Global Illumination","Settings used in Precomputed Realtime Global Illumination where it is precomputed how indirect light can bounce between static objects, but the final lighting is done at runtime. Lights, ambient lighting in addition to the materials and emission of static objects can still be changed at runtime. Only static objects can affect GI by blocking and bouncing light, but non-static objects can receive bounced light via light probes.");// Reuse the label from the Lighting window
129
156
publicstaticreadonlyGUIContentresolutionContent=EditorGUIUtility.TrTextContent("Resolution","Realtime lightmap resolution in texels per world unit. This value is multiplied by the realtime resolution in the Lighting window to give the output lightmap resolution. This should generally be an order of magnitude less than what is common for baked lightmaps to keep the precompute time manageable and the performance at runtime acceptable. Note that if this is made more fine-grained, then the Irradiance Budget will often need to be increased too, to fully take advantage of this increased detail.");
@@ -135,16 +162,12 @@ private class Styles
135
162
publicstaticreadonlyGUIContentedgeStitchingContent=EditorGUIUtility.TrTextContent("Edge Stitching","If enabled, ensures that UV charts (aka UV islands) in the generated lightmaps blend together where they meet so there is no visible seam between them.");
136
163
publicstaticreadonlyGUIContentsystemTagContent=EditorGUIUtility.TrTextContent("System Tag","Systems are groups of objects whose lightmaps are in the same atlas. It is also the granularity at which dependencies are calculated. Multiple systems are created automatically if the scene is big enough, but it can be helpful to be able to split them up manually for e.g. streaming in sections of a level. The system tag lets you force an object into a different realtime system even though all the other parameters are the same.");
137
164
publicstaticreadonlyGUIContentbakedGIContent=EditorGUIUtility.TrTextContent("Baked Global Illumination","Settings used in Baked Global Illumination where direct and indirect lighting for static objects is precalculated and saved (baked) into lightmaps for use at runtime. This is useful when lights are known to be static, for mobile, for low end devices and other situations where there is not enough processing power to use Precomputed Realtime GI. You can toggle on each light whether it should be included in the bake.");// Reuse the label from the Lighting window
138
-
publicstaticreadonlyGUIContentantiAliasingSamplesContent=EditorGUIUtility.TrTextContent("Anti-aliasing Samples","The maximum number of times to supersample a texel to reduce aliasing. Progressive lightmapper supersamples the positions and normals buffers (part of the G-buffer) and hence the sample count is a multiplier on the amount of memory used for those buffers. Progressive lightmapper clamps the value to the [1;16] range.");
165
+
publicstaticreadonlyGUIContentantiAliasingSamplesContent=EditorGUIUtility.TrTextContent("Anti-aliasing Samples","How many samples to use when antialiasing lightmap texels. Ray positions and normals buffers are also increased in size by this value. Higher values improve lightmap quality but also multiply memory usage when baking. A value of 1 disables supersampling.");
139
166
publicstaticreadonlyGUIContentisTransparent=EditorGUIUtility.TrTextContent("Is Transparent","If enabled, the object appears transparent during GlobalIllumination lighting calculations. Backfaces are not contributing to and light travels through the surface. This is useful for emissive invisible surfaces.");
140
167
publicstaticreadonlyGUIContentpushoffContent=EditorGUIUtility.TrTextContent("Pushoff","The amount to push off geometry for ray tracing, in modelling units. It is applied to all baked light maps, so it will affect direct light, indirect light and AO. Useful for getting rid of unwanted AO or shadowing.");
141
168
publicstaticreadonlyGUIContentbakedLightmapTagContent=EditorGUIUtility.TrTextContent("Baked Tag","An integer that lets you force an object into a different baked lightmap even though all the other parameters are the same. This can be useful e.g. when streaming in sections of a level.");
142
169
publicstaticreadonlyGUIContentlimitLightmapCount=EditorGUIUtility.TrTextContent("Limit Lightmap Count","If enabled, objects with the same baked GI settings will be packed into a specified number of lightmaps. This may reduce the objects' lightmap resolution.");
143
170
publicstaticreadonlyGUIContentlightmapMaxCount=EditorGUIUtility.TrTextContent("Max Lightmaps","The maximum number of lightmaps into which objects will be packed.");
0 commit comments