This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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 parameters as well as per-object limits for forward rendering pass.

Lights settings

Lights Settings
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.

Forward Per-Object Limits

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: 2018-06-04
Build: ()