shown in other instead.
Light Sources Parameters
This article contains parameters common for the omni-directional light source, projected light source, environment probes, and world light source. Each light source has unique parameters, described in the corresponding articles. Note that not all the parameters, described in this article, are available for each light source.
|Light||A shadow mask controls rendering of a shadow cast by an object lit by a 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.
|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.
|Light||A distance at which the light source starts fading. If the distance is set to inf, the source is always rendered.|
|Shadow||A distance up to which the casted shadows completely fade out.|
|Fade||A distance at which the light gradually disappears. This parameter enables to render the light with decreasing radiance after the Light distance is past.|
|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.