Unigine.LightProj Class
Inherits from: | Light |
This class is used to create projected light sources that emit light from a single point and cast a cone of light. It is possible to modulate the light from these light sources with a texture.
See Also#
- A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/lights/ folder:
- proj_00
- proj_03
LightProj Class
Properties
Texture Texture#
The Gets a light image texture smart pointer.
string TexturePath#
The name (path) of the texture used with this light source.
float Penumbra#
The Intensity of the shadow cast behind an object from light source.
float ZNear#
The distance to the near clipping plane of the projected light source. the default value is 0.1.
float Fov#
The current field of view of the projected light source.
float ShapeHeight#
The height of the rectangular light source.
float ShapeLength#
The A length of the capsule-shaped or rectangular light source.
float ShapeRadius#
The A radius of the spherical, capsule-shaped or rectangular light source.
In case of the rectangular shape, the corner radius will be returned.
Light.SHAPE ShapeType#
The shape of the light source.
A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.
float AttenuationDistance#
The distance from the light source shape, at which the light source doesn't illuminate anything.
mat4 Projection#
The projection matrix used with this light source.
vec2 ShadowDepthRange#
The Shadow depth range for the light source.
bool IESRelativeToFov#
The A value indicating if IES texture is scaled to fit within the light source's Field of View. Works only when light's distibution is defined by an IES profile (color texture parameter is set to IES), a lighting industry standard of describing how the light is cast based on real-world measured light fixtures.
Members
LightProj ( vec4 color, float attenuation_distance, float fov, string name = 0 ) #
Constructor. Creates a new projected light source with texture modulation based on given parameters.Arguments
- vec4 color - Color of the new light source.
- float attenuation_distance - Distance from the light source shape, at which the light source doesn't illuminate anything.
- float fov - Field of view of the new light source.
- string name - Path to a texture of the new light source.
int SetTextureImage ( Image image, bool dynamic = 0 ) #
Sets a given Image instance as the light image texture. If you need to set a texture of all the lights in the scene, set dynamic flag to 1.Arguments
- Image image - Image.
- bool dynamic - Dynamic texture flag.
- If set to 0, changing a texture of the light instance will also affect all the lights in the scene.
- If set to 1, an image will be successfully set only for the current light instance.
Return value
Returns 1 if the texture is set successfully; otherwise, 0.int GetTextureImage ( Image image ) #
Reads the light image texture into an Image instance.Arguments
- Image image - Image, into which the texture is read.
Return value
Returns 1 if the texture is read successfully; otherwise, 0.static int type ( ) #
Returns the type of the node.Return value
Light type identifier.Last update:
2022-12-14
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