SceneLightclass
Base class for light scene objects for use with a `Sandbox.SceneWorld`.
Constructors2
Showing 2 constructors
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Methods1
Showing 1 methods
public void SetBakedLightIndex(int index, bool mixedShadows = False)
Makes this a baked light addressed by probe/lightmap index textures (0-254). Pass -1 to restore dynamic lighting. Index 255 is reserved for an empty texture channel.
| Parameter | Type | Description |
|---|---|---|
| index | int | — |
| mixedShadows = False | bool | — |
void—No results match this filter.
Properties17
Showing 17 properties
public float Sandbox.SceneLight.ConstantAttenuation { get; set; }
The light attenuation constant term
float—public Sandbox.SceneLight.FogLightingMode Sandbox.SceneLight.FogLighting { get; set; }
public float Sandbox.SceneLight.FogStrength { get; set; }
float—public Color Sandbox.SceneLight.LightColor { get; set; }
Color and brightness of the light
public Sandbox.Texture Sandbox.SceneLight.LightCookie { get; set; }
Access the LightCookie - which is a texture that gets drawn over the light
public float Sandbox.SceneLight.LinearAttenuation { get; set; }
The light attenuation linear term
float—public float Sandbox.SceneLight.QuadraticAttenuation { get; set; }
The light attenuation quadratic term
float—public float Sandbox.SceneLight.Radius { get; set; }
Radius of the light in units
float—public bool Sandbox.SceneLight.RenderDiffuse { get; set; }
Should this light contribute diffuse lighting?
bool—public bool Sandbox.SceneLight.RenderSpecular { get; set; }
Should this light contribute specular highlights?
bool—public bool Sandbox.SceneLight.RenderTransmissive { get; set; }
Should this light contribute transmissive lighting (light passing through surfaces)?
bool—public float Sandbox.SceneLight.ShadowBias { get; set; }
float—public float Sandbox.SceneLight.ShadowHardness { get; set; }
float—public bool Sandbox.SceneLight.ShadowsEnabled { get; set; }
Enable or disable shadow rendering
bool—public int Sandbox.SceneLight.ShadowTextureResolution { get; set; }
Get or set the resolution of the shadow map. If this is zero the engine will decide what it should use.
int—public Sandbox.SceneLight.LightShape Sandbox.SceneLight.Shape { get; set; }
public Vector2 Sandbox.SceneLight.ShapeSize { get; set; }
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