Instance Propertymigueldeicaza.swiftgodot 0.45.0SwiftGodot
environmentCustomSky
The sky to use as a source of environment lighting. Only effective if environmentMode
is .customSky.
final var environmentCustomSky: Sky? { get set }
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Type members
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var bias: Double
The bias to use when computing shadows. Increasing
bias
can fix shadow acne on the resulting baked lightmap, but can introduce peter-panning (shadows not connecting to their casters). Real-timeLight3D
shadows are not affected by thisbias
property.var bounceIndirectEnergy: Double
The energy multiplier for each bounce. Higher values will make indirect lighting brighter. A value of
1.0
represents physically accurate behavior, but higher values can be used to make indirect lighting propagate more visibly when using a low number of bounces. This can be used to speed up bake times by lowering the number ofbounces
then increasingbounceIndirectEnergy
.var bounces: Int32
Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to
0
, only environment lighting, direct light and emissive lighting is baked.var cameraAttributes: CameraAttributes?
The
CameraAttributes
resource that specifies exposure levels to bake at. Auto-exposure and non exposure properties will be ignored. Exposure settings should be used to reduce the dynamic range present when baking. If exposure is too high, theLightmapGI
will have banding artifacts or may have over-exposure artifacts.var denoiserStrength: Double
The strength of denoising step applied to the generated lightmaps. Only effective if
useDenoiser
istrue
andProjectSettings/rendering/lightmapping/denoising/denoiser
is set to JNLM.var directional: Bool
If
true
, bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that have their direct light baked (lightBakeMode
set toLight3D/BakeMode/bakeStatic
and witheditorOnly
set tofalse
). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes.var environmentCustomColor: Color
The color to use for environment lighting. Only effective if
environmentMode
is .customColor.var environmentCustomEnergy: Double
The color multiplier to use for environment lighting. Only effective if
environmentMode
is .customColor.var environmentMode: LightmapGI.EnvironmentMode
The environment mode to use when baking lightmaps.
var generateProbesSubdiv: LightmapGI.GenerateProbes
The level of subdivision to use when automatically generating
LightmapProbe
s for dynamic object lighting. Higher values result in more accurate indirect lighting on dynamic objects, at the cost of longer bake times and larger file sizes.var interior: Bool
If
true
, ignore environment lighting when baking lightmaps.var lightData: LightmapGIData?
The
LightmapGIData
associated to thisLightmapGI
node. This resource is automatically created after baking, and is not meant to be created manually.var maxTextureSize: Int32
The maximum texture size for the generated texture atlas. Higher values will result in fewer slices being generated, but may not work on all hardware as a result of hardware limitations on texture sizes. Leave
maxTextureSize
at its default value of16384
if unsure.var quality: LightmapGI.BakeQuality
The quality preset to use when baking lightmaps. This affects bake times, but output file sizes remain mostly identical across quality levels.
var useDenoiser: Bool
If
true
, uses a GPU-based denoising algorithm on the generated lightmap. This eliminates most noise within the generated lightmap at the cost of longer bake times. File sizes are generally not impacted significantly by the use of a denoiser, although lossless compression may do a better job at compressing a denoised image.var useTextureForBounces: Bool
If
true
, a texture with the lighting information will be generated to speed up the generation of indirect lighting at the cost of some accuracy. The geometry might exhibit extra light leak artifacts when using low resolution lightmaps or UVs that stretch the lightmap significantly across surfaces. LeaveuseTextureForBounces
at its default value oftrue
if unsure.