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Version: 3.2

enum OptimalOcclusionDistanceMode

(Niantic.Lightship.AR.Occlusion.LightshipOcclusionExtension.OptimalOcclusionDistanceMode)

Overview

The sampling mode for determining the distance to the occluder. This distance is used to transform the depth buffer to provide accurate occlusions.


enum OptimalOcclusionDistanceMode {
ClosestOccluder,
SpecifiedGameObject,
Static,
};

Detailed Documentation

The sampling mode for determining the distance to the occluder. This distance is used to transform the depth buffer to provide accurate occlusions.

Enum Values

ClosestOccluder - Take a few samples of the full depth buffer to determine the closest occluder on the screen. This will provide the best available occlusions if there are many occluded virtual objects of similar size and importance.

SpecifiedGameObject - Sample the sub-region of the buffer that is directly over the main CG object, to determine the distance of its occluder in the world. This will provide the best quality occlusions if there is only one occluded virtual object, or if one is more visually prominent than the others

Static - Stabilize the depth buffer relative to a pre-determined, unchanging depth. Not recommended if there are occluded virtual objects in the scene, but is more performant and thus optimal when occlusions are not needed.