GraphicsSettings#
Rendering quality and feature switches, read by the renderer every frame. The player keeps one per game (graphics.json in the game's own folder, named by its identifier, overridable with --graphics key=value,…); a game's own menu edits Graphics.Settings and the player saves it; the editor's Scene View has its own copy for its View toggles. Everything switched off costs nothing: the renderer skips the pass or the term.
public sealed class GraphicsSettingsMembers: AmbientOcclusion · Apply · AreaLights · Bloom · Borderless · Clone · ContactShadows · Decals · Fog · FrameCap · FromJson · Fullscreen · Keys · LightShafts · LocalShadows · Msaa · ReflectionProbes · ResolutionScale · ScreenReflections · Set · ShowProfiler · SunShadows · ToJson · ToString · VSync
AmbientOcclusion#
public bool AmbientOcclusion { get; set; }Initial value: true
Apply#
public void Apply(string assignments);Applies "key=value" pairs separated by commas or spaces (booleans: 1/0, true/false, on/off).
AreaLights#
public bool AreaLights { get; set; }Initial value: true
Rectangular lights shaded as rectangles; off, they shade as point lights at their centres.
Bloom#
public bool Bloom { get; set; }Initial value: true
Borderless#
public bool Borderless { get; set; }Fills the current display with an undecorated window, without changing its video mode. Ignored while Fullscreen is on.
Clone#
public GraphicsSettings Clone();ContactShadows#
public bool ContactShadows { get; set; }Initial value: true
Decals#
public bool Decals { get; set; }Initial value: true
Decals projected onto surfaces (off: no decal pass and no lookup in the Lit shader).
Fog#
public bool Fog { get; set; }Initial value: true
FrameCap#
public int FrameCap { get; set; }Maximum rendered frames per second (1–1000); zero is uncapped. VSync may impose a lower limit. Benchmarks and screenshots ignore this limit.
FromJson#
public static GraphicsSettings FromJson(string json);Fullscreen#
public bool Fullscreen { get; set; }Exclusive fullscreen; takes precedence over Borderless.
Keys#
public static readonly string[] Keys;The keys Apply accepts: scale, msaa, sunShadows, localShadows, contact, ao, ssr, probes, areaLights, fog, shafts, bloom, decals, vsync, fullscreen, borderless, framecap, profile.
LightShafts#
public bool LightShafts { get; set; }Initial value: true
LocalShadows#
public bool LocalShadows { get; set; }Initial value: true
Msaa#
public int Msaa { get; set; }Initial value: 4
Multisample anti-aliasing samples (1, 2, 4 or 8).
ReflectionProbes#
public bool ReflectionProbes { get; set; }Initial value: true
ResolutionScale#
public float ResolutionScale { get; set; }Initial value: 1
The 3D image's size as a fraction of the window (0.25–1); the final image is scaled up.
ScreenReflections#
public bool ScreenReflections { get; set; }Initial value: true
Set#
public void Set(string key, string value);ShowProfiler#
public bool ShowProfiler { get; set; }Enables the player's local performance readout and GPU timestamps; off by default and not part of the game package.
SunShadows#
public bool SunShadows { get; set; }Initial value: true
ToJson#
public string ToJson();ToString#
public override string ToString();VSync#
public bool VSync { get; set; }Initial value: true
Source#
- GraphicsSettings.cs