Unity_1lab/1 laba/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.EmbreeModule.xml

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XML

<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEditor.EmbreeModule</name>
</assembly>
<member name="T:UnityEditor.Embree.GpuBvhBuildOptions">
<summary>
<para>Options for bounding volume hierarchy (BVH) build.</para>
</summary>
</member>
<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.allowPrimitiveSplits">
<summary>
<para>With this option enabled, Unity performs spatial splits. This increases the memory footprint, but the resulting BVH makes the ray tracing stage faster.</para>
</summary>
</member>
<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.isTopLevel">
<summary>
<para>With this option enabled, Unity builds a top level BVH (for instances). When disabled, it builds a bottom level BVH (for a Mesh).</para>
</summary>
</member>
<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.maxLeafSize">
<summary>
<para>The maximum number of primitives allowed in a leaf node.</para>
</summary>
</member>
<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.minLeafSize">
<summary>
<para>The minimum number of primitives allowed in a leaf node.</para>
</summary>
</member>
<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.quality">
<summary>
<para>BVH build quality.</para>
</summary>
</member>
<member name="T:UnityEditor.Embree.GpuBvhBuildQuality">
<summary>
<para>BVH build quality.</para>
</summary>
</member>
<member name="F:UnityEditor.Embree.GpuBvhBuildQuality.High">
<summary>
<para>Highest possible ray tracing performance, slowest build time. This quality level uses spatial splits when enabled.</para>
</summary>
</member>
<member name="F:UnityEditor.Embree.GpuBvhBuildQuality.Low">
<summary>
<para>Faster build time, slower ray tracing performance. Can be beneficial for dynamic scenes.</para>
</summary>
</member>
<member name="F:UnityEditor.Embree.GpuBvhBuildQuality.Medium">
<summary>
<para>This level balances the build time and ray tracing performance.</para>
</summary>
</member>
<member name="T:UnityEditor.Embree.GpuBvhPrimitiveDescriptor">
<summary>
<para>Characteristics of a primitive used in the BVH build.</para>
</summary>
</member>
<member name="P:UnityEditor.Embree.GpuBvhPrimitiveDescriptor.lowerBound">
<summary>
<para>Lower bound of the primitive's bounding box.</para>
</summary>
</member>
<member name="P:UnityEditor.Embree.GpuBvhPrimitiveDescriptor.primID">
<summary>
<para>Specify the primitive ID. The ID is written in leaf nodes.</para>
</summary>
</member>
<member name="P:UnityEditor.Embree.GpuBvhPrimitiveDescriptor.upperBound">
<summary>
<para>Upper bound of the primitive's bounding box.</para>
</summary>
</member>
</members>
</doc>