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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Lights

This section contains lights-related settings, such as lens flares effect, batching and interleaved rendering parameters as well as per-object limits for forward rendering pass.

Lights settings

Lights Settings
Deferred Lights Toggles rendering of lights on and off.
Lens Flares Toggles the Lens Flares effect on and off.

Batching Options#

Max Per Batch Maximum number of lights rendered by a tile per batch call. With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It makes it possible to decrease the number of DIP calls and gain performance.
Notice
The optimization works only for omni lights with point shape and without shadows.
Tile Grid Size Number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles, that render lights in batches.
Notice
The optimization works only for omni lights with point shape and without shadows.

Interleaved Rendering Options#

Enabled Toggles interleaved mode for rendering lights during the deferred pass on and off. In this mode lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. The effect is cumulative and works best with TAA enabled. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces. Can also be used together with Supersampling to reduce rendering load, while keeping image quality high.
Notice
This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Enabling this mode for scenes with a small number of light sources may reduce performance.
Samples Defines the number of pixels to be skipped when rendering lights during the deferred pass with subsequent reconstruction of neighboring pixels using the data from previous frames:
  • 1 x 2 — half of all pixels is rendered skipping each second line
  • 2 x 2 — quarter of all pixels is rendered skipping each second line and row
Color Clamping Color clamping mode to be used to reduce ghosting effect: Higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.
Catmull Resampling Toggles Catmull-Rom resampling on and off. This option allows you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling for low quality settings.

Forward Per-Object Limits#

Ambient Toggles the ambient pass for transparent objects on and off.
Lights Toggles the light pass for transparent objects on and off.
Multiple Environment Probes Toggles the deferred pass for transparent objects on and off.
World Maximum number of world light sources per object (for materials rendered in the forward rendering pass).
Omni Maximum number of omni light sources per object (for materials rendered in the forward rendering pass).
Proj Maximum number of projected light sources per object (for materials rendered in the forward rendering pass).
Environment Probe Maximum number of environment probe light sources per object (for materials rendered in the forward rendering pass).
Voxel Probe Maximum number of voxel probe light sources per object (for materials rendered in the forward rendering pass).
Last update: 2020-11-24
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