SceneLightclass

Base class for light scene objects for use with a `Sandbox.SceneWorld`.

object→SceneObject→SceneLight
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public class Sandbox.SceneLight : Sandbox.SceneObject

Constructors2

Showing 2 constructors

Methods1

Showing 1 methods

public void SetBakedLightIndex(int index, bool mixedShadows = False)PUBLIC

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.

ParameterTypeDescription
indexint—
mixedShadows = Falsebool—
Returns:void—

Properties17

Showing 17 properties

public float Sandbox.SceneLight.ConstantAttenuation { get; set; }PUBLICGETSET

The light attenuation constant term

Returns:float—

public float Sandbox.SceneLight.FogStrength { get; set; }PUBLICGETSET

Returns:float—

public Color Sandbox.SceneLight.LightColor { get; set; }PUBLICGETSET

Color and brightness of the light

Returns:Color—

public Sandbox.Texture Sandbox.SceneLight.LightCookie { get; set; }PUBLICGETSET

Access the LightCookie - which is a texture that gets drawn over the light

Returns:Texture—

public float Sandbox.SceneLight.LinearAttenuation { get; set; }PUBLICGETSET

The light attenuation linear term

Returns:float—

public float Sandbox.SceneLight.QuadraticAttenuation { get; set; }PUBLICGETSET

The light attenuation quadratic term

Returns:float—

public float Sandbox.SceneLight.Radius { get; set; }PUBLICGETSET

Radius of the light in units

Returns:float—

public bool Sandbox.SceneLight.RenderDiffuse { get; set; }PUBLICGETSET

Should this light contribute diffuse lighting?

Returns:bool—

public bool Sandbox.SceneLight.RenderSpecular { get; set; }PUBLICGETSET

Should this light contribute specular highlights?

Returns:bool—

public bool Sandbox.SceneLight.RenderTransmissive { get; set; }PUBLICGETSET

Should this light contribute transmissive lighting (light passing through surfaces)?

Returns:bool—

public float Sandbox.SceneLight.ShadowBias { get; set; }PUBLICGETSET

Returns:float—

public float Sandbox.SceneLight.ShadowHardness { get; set; }PUBLICGETSET

Returns:float—

public bool Sandbox.SceneLight.ShadowsEnabled { get; set; }PUBLICGETSET

Enable or disable shadow rendering

Returns:bool—

public int Sandbox.SceneLight.ShadowTextureResolution { get; set; }PUBLICGETSET

Get or set the resolution of the shadow map. If this is zero the engine will decide what it should use.

Returns:int—

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