Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.
No language code for this page. You can select other language.
No language code for this page,
shown in other instead.
shown in other instead.
Light Sources Parameters
Omniandprojectedlight sources and alsoenvironment probes share the same parameters. They also have specific parameters, but the general set is given below.
|Light||A light mask. For the surface to be illuminated by the light source, its light mask must match the mask of the light source.|
|Viewport||A viewport mask. For the light to be rendered, its viewport mask must match the player's viewport mask.|
|Color||A color of the light in the RGBA format. By default, the light is white.
|Intensity||A multiplier for the light color used to control color intensity. The higher the value, the brighter the light is.
|Visible dist||A distance at which the light source starts fading. If the distance is set to infinity, the source is always rendered.|
|Shadow dist||A distance up to which the casted shadows fade out to nonexistence.|
|Fade dist||A distance at which the light gradually disappears. this parameter enables to render the light with decreasing radiance after the Visible distis past.|
|Power||A light attenuation power used to simulate light intensity gradual fading. This parameter determines how fast the intensity decreases up to the attenuation distance set for the light source.
|Distance||A distance from the light source shape, at which the light source doesn't illuminate anything. In other words, this parameter determines the size of the area illuminated by the light source.
|Shadows||Enables or disables shadows from the light source.
Shadows from omni light on (the left cube) and off (the right cube)
|Offset||An offset of the shadow along the X, Y and Z axes relative to the source position. It can help to gain necessary visual effect of altering shadow shape without changing the light direction. To aid the offset orientation, there are shown additional visualizer axes, repeating the source's axes alignment.
|Shadow resolution||Size of the shadow map that defines shadow quality.
|Bias||A shadow bias that is used to correct inexact shadowing of the scene objects. It controls the depth offset added to the current depth value stored in the shadow map. Such offset is adaptively calculated with respect to the slope angle of the light source, its resolution and also the distance to the light source at shadow map applying
|Normal bias||A shadow bias that is achieved by shifting the surface on which the shadow falls. The surface is shifted along normals stored in the normal map.
|Softness||Size of the blur applied to the shadow edge.
Last update: 2017-07-03
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)