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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 This version of documentation is OUTDATED, as it describes an older SDK version!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 The value indicating if rendering of lights is enabled. Enabled by default.
Console access: render_lights_enabled
Lens Flares The value indicating if rendering of per-light lens flares is enabled. Enabled by default.
Console access: render_lights_lens_flares

Batching Options#

Max Per Batch The 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 allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.

0 disables batching optimization.


Range of values: [32, 1024]. The default value is 1024.
Console access: render_lights_max_per_batch
Tile Grid Size The 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. The optimization works only for omni lights with point shape and without shadows.
Range of values: [1, 32]. The default value is 8.
Console access: render_lights_tile_grid_size

Interleaved Rendering Options#

Enabled The value indicating if interleaved mode for rendering lights during the deferred pass is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance). Enabled by default.
Console access: render_lights_interleaved
Samples The interleaved rendering mode defining 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 are rendered skipping each second line (1.0 * width x 0.5 * height)
  • 2 x 2 — quarter of all pixels are rendered skipping each second line and row (0.5 * width x 0.5 * height)
Option #1 is selected by default (see above).
Console access: render_lights_interleaved_samples
Color Clamping The color clamping mode to be used for interleaved lights rendering mode. This mode is 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 the object's edges). When disabled, shadows and reflections have a lag as they are several frames behind. One of the following values:
  • Disabled
  • Low (by default)
  • Medium
  • High
  • High + Velocity

Console access: render_lights_interleaved_color_clamping
Catmull Resampling The value indicating if the Catmull-Rom resampling for interleaved lights rendering mode is enabled. This mode allows you to reduce image blurring when the camera moves forward/backward. Enabled by default.
Console access: render_lights_interleaved_catmull_resampling

Forward Per-Object Limits#

Ambient The value indicating if the transparent ambient pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
Enabled by default.
Console access: render_transparent_ambient
Lights The value indicating if the transparent light pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
Enabled by default.
Console access: render_transparent_light
Multiple Environment Probes The value indicating if the transparent multiple environment probes pass is rendered.
Notice
This method takes effect only when the forward rendering pass is used for transparent objects rendering.
Enabled by default.
Console access: render_transparent_multiple_env_probes
World The maximum number of World lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 World lights per object.
Range of values: [0, 128]. The default value is 4.
Console access: render_lights_forward_per_object_world
Omni The maximum number of Omni lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Omni lights per object.
Range of values: [0, 128]. The default value is 4.
Console access: render_lights_forward_per_object_omni
Proj The maximum number of Projected lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Projected lights per object.
Range of values: [0, 128]. The default value is 4.
Console access: render_lights_forward_per_object_proj
Environment Probe The maximum number of Environment Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.
Range of values: [0, 128]. The default value is 4.
Console access: render_lights_forward_per_object_env
Voxel Probe The maximum number of Voxel Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.
Range of values: [0, 128]. The default value is 4.
Console access: render_lights_forward_per_object_voxel
Last update: 2021-12-13
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