ProjectSettingsPage_Rendering Properties |
The ProjectSettingsPage_Rendering type exposes the following members.
| Name | Description | |
|---|---|---|
| AnisotropicFiltering |
Whether to enable anisotropic filtering for textures.
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| AnisotropicFilteringLimitedDevice |
Whether to enable anisotropic filtering for textures on limited devices (mobile).
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| 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.
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| CutVolumeMaxAmountLimitedDevice |
The amount of maximal amount of cut volumes on limited devices (mobile).
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| DebugMode |
Whether to allow using Debug Mode of the scene.
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| DebugModeLimitedDevice |
Whether to allow using Debug Mode of the scene on limited devices (mobile).
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| DeferredShading |
Whether to allow using the deferred shading.
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| DisplacementMaxSteps |
The maximal amount of steps for the displacement mapping of materials.
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| DisplacementMaxStepsLimitedDevice |
The maximal amount of steps for the displacement mapping of materials on limited devices (mobile).
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| 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.
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| EnvironmentMapMixingLimitedDevice |
Whether to allow mixing two environment maps in forward rendering pass on limited devices (mobile).
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| FadeByVisibilityDistance |
Whether to use smooth fading of objects by visibility distance.
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| FadeByVisibilityDistanceLimitedDevice |
Whether to use smooth fading of objects by visibility distance on limited devices (mobile).
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| Fog |
Whether to allow using the fog effect.
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| FogLimitedDevice |
Whether to allow using the fog effect on limited devices (mobile).
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| HierarchyController |
Gets the object hierarchy control controller.
(Inherited from Component.) | |
| LightGrid |
Whether to use an acceleration grid for lights rendering optimization.
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| LightMask |
Whether to allow using light mask for lights.
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| LightMaskLimitedDevice |
Whether to allow using light mask for lights on limited devices (mobile).
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| LimitTextureSize |
The textures which are bigger than this value will be reduced during loading.
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| LimitTextureSizeLimitedDevice |
The textures which are bigger than this value will be reduced during loading.
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| LineThickness |
The default thickness of debug lines.
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| MaterialShading |
The quality of lit shading of materials.
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| MaterialShadingLimitedDevice |
The quality of lit shading of materials on limited devices (mobile).
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| MotionVector |
Whether to allow using the motion vectors to enable a motion blur or a temporal antialiasing.
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| 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.
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| NormalMappingLimitedDevice |
Whether to allow using normal mapping on limited devices (mobile).
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| 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.
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| RemoveTextureTilingLimitedDevice |
Whether to allow using the technique to remove texture tiling on limited devices (mobile).
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| 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.
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| ShadowTechniqueLimitedDevice |
The shadow technique of the project on limited devices (mobile).
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| 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.
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| 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.
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| SkeletalAnimation |
Whether to allow using skeletal animation.
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| SkeletalAnimationLimitedDevice |
Whether to allow using skeletal animation on limited devices (mobile).
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| SmoothLOD |
Whether to enable the smooth transition between levels of detail.
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| SmoothLODLimitedDevice |
Whether to enable the smooth transition between levels of detail on limited devices (mobile).
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| StaticShadows |
Enables static shadows optimization.
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| StaticShadowsLimitedDevice |
Enables static shadows optimization on limited devices (mobile).
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| Tessellation |
Whether to allow using tessellation.
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| TessellationLimitedDevice |
Whether to allow using normal mapping on limited devices (mobile).
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| TypeSettingsPrivateObjects |
Object settings when used as a type.
(Inherited from Component.) | |
| UserMode | (Inherited from ProjectSettingsPage.) | |
| VoxelLOD |
Whether to allow using voxel-based LOD technique.
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| VoxelLODMaxSteps |
The maximal abount of ray matching steps in the fragment shader.
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