LightmapEditorSettings
- aoAmount
- aoContrast
- aoMaxDistance
- bounceBoost
- bounceIntensity
- bounces
- finalGatherContrastThreshold
- finalGatherGradientThreshold
- finalGatherInterpolationPoints
- finalGatherRays
- lastUsedResolution
- lockAtlas
- maxAtlasHeight
- maxAtlasWidth
- quality
- resolution
- skyLightColor
- skyLightIntensity
- textureCompression
LightmapEditorSettings.textureCompression 纹理压缩
static var textureCompression : bool
Description描述
Whether to use DXT1 compression on the generated lightmaps.
是否在生产的光照贴图上使用DXT1压缩。
Compression is recommended to improve lightmap rendering performance and lower the memory footprint, but might introduce visible artifacts in scenes without high-detail texturing that would mask-out the issues.
建议压缩来改善光照渲染性能,并且降低内存占用,但是场景中可能会有可见的斑点,没有高细节纹理,将屏蔽掉问题。
最后修改:2011年6月28日 Tuesday 18:24