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QualitySettings structure

A structure representing various quality settings for the Radiance Cascades lighting system.

public struct QualitySettings

Public Members

namedescription
BorderLightAngularResolutionOffsetDefines an offset applied to the angular resolution of the border light textures. 0 offset means collecting data from all directions required by the HRC, 1 is 1/2 of the directions required, 2 is 1/4, and so on.
BorderLightLinearScaleDetermines the scaling factor for the border light textures in HRC. 1 is full lightmap side resolution, 0 is a single point
LightmapFilterSpecifies the filtering method to be applied when processing the lightmap.
LightmapScaleFactorRepresents the resolution scale factor for the radiance cascades. 1 is the full camera resolution. 0 is a 1x1 texture.
MaxRayMarchingStepsDefines the maximum number of steps for a ray marching used in handling sprite lights.
ProcessAnalyticalLightsOnGPUDetermines whether analytical light sources will be processed on the GPU or the CPU. Enabling this option can improve performance by offloading light processing to the GPU instead of the CPU, but its effectiveness may depend on the complexity of the scene and the resolution.
RayMarchingToleranceDefines the tolerance level for the ray marching process when handling sprite lights. Measured in pixels. A lower value increases precision but may incur additional computational cost.
TrueTraceThresholdWhen UseRayExtensions is true, determines how many cascades will truly trace rays to determine the light fluence as opposed to extrapolating data from lower cascades.
UseRayExtensionsDetermines whether ray-extensions acceleration structure is used for holographic RC.
VariantDetermines which variant of the radiance cascades will be used

See Also