Project |
The ProjectSettingsPage_Rendering type exposes the following members.
| Name | Description | |
|---|---|---|
| AnisotropicFiltering | Whether to enable anisotropic filtering for textures. | |
| AnisotropicFilteringLimitedDevice | Whether to enable anisotropic filtering for textures on limited devices (mobile). | |
| AnyData |
The user data of the component.
(Inherited from Component) | |
| BaseType |
Gets the base type of the object.
(Inherited from Component) | |
| CloneSupport |
Whether the object supports cloning.
(Inherited from Component) | |
| Components |
Gets the collection of the child components.
(Inherited from Component) | |
| CreatedByBaseType |
Whether the object is created using a base type.
(Inherited from Component) | |
| CutVolumeMaxAmount | The amount of maximal amount of cut volumes. | |
| CutVolumeMaxAmountLimitedDevice | The amount of maximal amount of cut volumes on limited devices (mobile). | |
| DebugMode | Whether to allow using Debug Mode of the scene. | |
| DebugModeLimitedDevice | Whether to allow using Debug Mode of the scene on limited devices (mobile). | |
| DeferredShading | Whether to allow using the deferred shading. | |
| DisplacementMaxSteps | The maximal amount of steps for the displacement mapping of materials. | |
| DisplacementMaxStepsLimitedDevice | The maximal amount of steps for the displacement mapping of materials on limited devices (mobile). | |
| DisplayInEditor |
Whether to show the object in the editor.
(Inherited from Component) | |
| Disposed |
Whether the object is disposed.
(Inherited from Component) | |
| EditorDocumentConfiguration |
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component) | |
| EditorReadOnly |
Whether the object is read only in the editor.
(Inherited from Component) | |
| EditorReadOnlyInHierarchy |
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component) | |
| Enabled |
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component) | |
| EnabledInHierarchy |
Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component) | |
| EnabledInHierarchyAndIsInstance |
Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component) | |
| EnvironmentMapMixing | Whether to allow mixing two environment maps in forward rendering pass. | |
| EnvironmentMapMixingLimitedDevice | Whether to allow mixing two environment maps in forward rendering pass on limited devices (mobile). | |
| FadeByVisibilityDistance | Whether to use smooth fading of objects by visibility distance. | |
| FadeByVisibilityDistanceLimitedDevice | Whether to use smooth fading of objects by visibility distance on limited devices (mobile). | |
| Fog | Whether to allow using the fog effect. | |
| FogLimitedDevice | Whether to allow using the fog effect on limited devices (mobile). | |
| HierarchyController |
Gets the object hierarchy control controller.
(Inherited from Component) | |
| IsResource | (Inherited from Component) | |
| LightGrid | Whether to use an acceleration grid for lights rendering optimization. | |
| LightMask | Whether to allow using light mask for lights. | |
| LightMaskLimitedDevice | Whether to allow using light mask for lights on limited devices (mobile). | |
| LimitTextureSize | The textures which are bigger than this value will be reduced during loading. | |
| LimitTextureSizeLimitedDevice | The textures which are bigger than this value will be reduced during loading. | |
| LineThickness | The default thickness of debug lines. | |
| MaterialShading | The quality of lit shading of materials. | |
| MaterialShadingLimitedDevice | The quality of lit shading of materials on limited devices (mobile). | |
| MotionVector | Whether to allow using the motion vectors to enable a motion blur or a temporal antialiasing. | |
| Name |
The name of the component.
(Inherited from Component) | |
| NetworkID | (Inherited from Component) | |
| NetworkIsClient | (Inherited from Component) | |
| NetworkIsServer |
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component) | |
| NetworkIsSingle | (Inherited from Component) | |
| NetworkIsSingleOrClient | (Inherited from Component) | |
| NetworkMode |
Whether to enable synchronization of the component between server and clients.
(Inherited from Component) | |
| NetworkModeUsers | (Inherited from Component) | |
| NormalMapping | Whether to allow using normal mapping. | |
| NormalMappingLimitedDevice | Whether to allow using normal mapping on limited devices (mobile). | |
| Parent |
Gets the parent object.
(Inherited from Component) | |
| ParentRoot |
Gets the parent root object.
(Inherited from Component) | |
| RemoveFromParentQueued |
Whether the object is placed in the detach queue from the parent.
(Inherited from Component) | |
| RemoveTextureTiling | Whether to allow using the technique to remove texture tiling. | |
| RemoveTextureTilingLimitedDevice | Whether to allow using the technique to remove texture tiling on limited devices (mobile). | |
| SaveSupport |
Whether the object supports saving to a file.
(Inherited from Component) | |
| ScreenLabel |
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component) | |
| ShadowMaxTextureSizeDirectionalLightLimitedDevice | ||
| ShadowMaxTextureSizePointLightLimitedDevice | ||
| ShadowMaxTextureSizeSpotLightLimitedDevice | ||
| ShadowTechnique | The shadow technique of the project. | |
| ShadowTechniqueLimitedDevice | The shadow technique of the project on limited devices (mobile). | |
| ShadowTextureFormat | The format of shadow textures. Byte4 is used when a GPU is not supports Float32 format, mostly it is low-end mobile devices. Auto mode has not been added for this parameter, because some mobile devices incorrectly provide info about the support for Float32. | |
| ShadowTextureFormatLimitedDevice | The format of shadow textures. Byte4 is used when a GPU is not supports Float32 format, mostly it is low-end mobile devices. Auto mode has not been added for this parameter, because some mobile devices incorrectly provide info about the support for Float32. | |
| SkeletalAnimation | Whether to allow using skeletal animation. | |
| SkeletalAnimationLimitedDevice | Whether to allow using skeletal animation on limited devices (mobile). | |
| SmoothLOD | Whether to enable the smooth transition between levels of detail. | |
| SmoothLODLimitedDevice | Whether to enable the smooth transition between levels of detail on limited devices (mobile). | |
| StaticShadows | Enables static shadows optimization. | |
| StaticShadowsLimitedDevice | Enables static shadows optimization on limited devices (mobile). | |
| Tessellation | Whether to allow using tessellation. | |
| TessellationLimitedDevice | Whether to allow using normal mapping on limited devices (mobile). | |
| TypeSettingsPrivateObjects |
Object settings when used as a type.
(Inherited from Component) | |
| UserMode | (Inherited from ProjectSettingsPage) | |
| VoxelLOD | Whether to allow using voxel-based LOD technique. | |
| VoxelLODMaxSteps | The maximal abount of ray matching steps in the fragment shader. |