Light
A light entity represents a light source in the environment.
- light_type: The type of light source
- Ambient: An uniform light source.
- Directional: A directional light source, lighting everything
in front of it.
- Point: A point light source.
- Spot: A spot light source, akin to a focused light or a
torchlight.
- light_flags:
- Static: Whether the light is static. A static light can be
further optimized. For example it could be baked in a lightmap
or its shadow map can be precomputed instead of updated every
frame.
- Specular: Whether the light produces specular reflections.
- CastShadows: Whether the light cast shadows.
- SecondDepthShadows: Whether to use the back faces to update
the shadow maps.
- Cookie: Whether to use a projected texture.
- CookieProbe: Used in with Cookie specifies that the
projected texture is a light probe, aka that it contains some
precomputed lighting information to be used by the light.
Color
- intensity (bound): The light intensity.
- diffuse (bound): The light's diffuse color component.
- specular (bound): The light's specular color component, this
is the color used to similuate the light's reflections.
Attenuation
- mode: Indicates the type of attenuation, the attenuation is the
light's intensity falloff over distance.
- None: the intensity is constant all over the light's influence
area.
- Linear: the intensity of the lights falloff linearly to reach
0/no intensity at the light's far_end distance.
- Bicubic: the intensity of the lights falloff following a
bicubic curve to reach 0/no intensity at the light's
far_end distance.
- Complex: a more complex fallback setup by near_start,
near_end, far_start, far_end, this is similar to
3DSMax's standard light's setup.
- cosine_bias: The cosine bias indicates how much back faces are
lit, at zero backfaces are not lit at all, as it reach one back
faces are lit in the same way as front faces. Note by not lit what
is really meant is "take the shadow_color".
Shadow
- shadow_color (bound): Specifies the color used for back faces
and shadowed areas.
- filter: The type of shadow filter when the light cast shadows.
- LowQuality: The cheapest filter available, produces a blocky,
usually single sample, low quality filter.
- MediumQuality: A decent compromise between speed and quality,
produces a decently smoother shadow border, usually using 4
shadow samples.
- HighQUality: The "best quality" filter available, usually at
least 16 shadow samples, note that it procudes a much sharper
shadow edge on most platform.
- cookie: Name of the projected texture associate with the light,
this can be a 2d texture for spot lights, or a cross cubemap if
using a CookieProbe.
- size: Resolution of the shadow map.
- bias: The shadow map bias factor.
- near_plane_distance: The near clipping plane distance used to
build the shadow map.