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{{BMS point|newLight_Point}} It creates deferred rendering lighting. [[File:NewLight Point.png|frame|right|Entity icon in Hammer.]]
{{TabsBar|main=Black Mesa Deferred Lights}}
{{back | Black Mesa Level Creation}}
{{this is a|point entity|name=newLight_Point|game=Black Mesa|sprite=NewLight Point.png}} It creates an invisible [[Deferred lighting|deferred light]] source that shines in all directions, includes godrays and lightcookies.
{{CDA|CNewLightPoint|CBaseEntity|}}
[[File:NewLight_PointMain.jpg|720px||thumb|right|NewLight_Point in {{code|End Game}} chapter (used for the portal).]]  
{{Note|You can have only 512 point light entities placed in the map editor.}}


==Keyvalues==
==Keyvalues==
{{KV|Enabled|intn=Enabled|Choices|Enable/Disable this Entity.
{{KV Targetname}}
Determines if the light is off at level start.
{{KV|Pitch Yaw Roll (Y Z X)|intn=angles|angle|nofgd=1|This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
*0: Enabled
:{{note|There is almost no differences if you're using point light with no texture. Things changes if you're using textures.}}
*1: Disabled}}
}}
{{KV|Appearance|intn=FlareStyle|Choices|
{{KV BmNewLightOldFalloff}}
{{Light appearances}}}}
{{KV BmNewLightBaseMain}}
{{KV|Light Color|intn=LightColor|color255|This is the color of the sunlight.
{{KV BmNewLightShadowMain}}
Determines color of light.}}
{{KV BmNewLightShadowFace}}
{{KV|Light Ambient Color|intn=LightColorAmbient|color255|This is the ambient color of the sunlight.
{{KV BmNewLightShadowBias}}
Determines color of shadows that light source creates.}}
{{KV BmNewLightCookieMain}}
{{KV|Light Intensity|intn=Intensity|float|RGB * Intensity.
{{KV|LightnGodRayMode|intn=LightnGodRayMode|choices|This determines what effects will be available to use for the light source. Keep in mind that the default choice is Light.
Brightness of light.}}
:*0: Light - light only.
{{KV|SpecularMultiplier|intn=SpecMultiplier|float|0 to 1 RGB * Intensity * SpecularMultiplier.
:*1: Godrays - godrays only.
Brightness of specular shader from this light source.}}
:*2: Both Light and GodRays - both light and godrays.
 
:{{bug|hidetested=1|Even if godrays is turned off, the game will still think that the godrays is used if choice is <code>Godrays</code> or <code>Both Light and GodRays</code>.}}
{| border=0 cellspacing=0 cellpadding=0
}}
| [[File:BS IN1.png | thumb | left | 1000px | SpecularMultiplier - 1]]
{{KV BmGodraysNormal}}
| [[File:BS IN10.png | thumb | left | 1000px | SpecularMultiplier - 10]]
{{KV BmGodraysFancy}}
| [[File:BS IN20.png | thumb | left | 1000px | SpecularMultiplier - 20]]
{{KV BmNewLightShadowPasses‎}}
|}
 
{{KV|Range|intn=Range|float|Range.
How far light source illuminates.}}
{{KV|Light Type|intn=LightType|choices|0:Static 1:Stationary 2:Dynamic.
Determines light type. Static - shadows are cast only by static part of world, [[prop_static]] and geometry, lighting does not update if it have parent (use if part that lighting your ligth source is always static and never changing). Stationary - shadows are cast by static part and dynamic part of world, lighting does not update if it have parent. Dynamic - shadows are cast by static part and dynamic part of world, lighting updating if it have parent (quite expensive, use only for moving light source).
*0: Static
*1: Stationary
*2: Dynamic}}
{{KV|HasShadow|intn=HasShadow|choices|Do You want this light to have shadows ?
Determines whether light source will cast shadows. Pay attention that default choices is No.
*0: No
*1: Yes}}
{{KV|ShadowMapLOD|intn=ShadowLod|choices|Resolution of ShadowMap used by this light.
Determines quality of shadows. 1024 is very expensive, use it only in places where it's really needed, in most cases 512 is good alternative. Use 256 there you want to see blurry shadows, it's also most cheap.
*0: 256
*1: 512
*2: 1024}}
{{KV|ShadowFaceX|intn=ShadowFaceX|choices|Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
*0: Enabled
*1: Disabled}}
{{KV|ShadowFaceX_Minus|intn=ShadowFaceX_Minus|choices|Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
*0: Enabled
*1: Disabled}}
{{KV|ShadowFaceY|intn=ShadowFaceY|choices|Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
*0: Enabled
*1: Disabled}}
{{KV|ShadowFaceY_Minus|intn=ShadowFaceY_Minus|choices|Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
*0: Enabled
*1: Disabled}}
{{KV|ShadowFaceZ|intn=ShadowFaceXZchoices|Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
*0: Enabled
*1: Disabled}}
{{KV|ShadowFaceZ_Minus|intn=ShadowFaceZ_Minus|choices|Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
*0: Enabled
*1: Disabled}}
{{KV|NearZ|intn=NearZ|float|NearZ used by shadowmap camera for this light.
Determines distance at which light source will cast shadows.}}
{{KV|DepthBias|intn=DepthBias|float|DepthBias - Offset added to depth values in shadowmaps.}}
{{KV|SlopeDepthBias|intn=SlopeDepthBias|float|Slope Depth Bias - For surfaces having aliasing due to steep angles with light}}.
{{KV|NormalBias|intn=NormalBias|float|While rendering objects into shadow maps each vertex will be moved along -ve Normal direction, giving it an appearance of shrinking while rendering to shadow maps. this property determines the amount of Units to be moved. Helps with shadow aliasing.}}
{{KV|ShadowRadius|intn=ShadowRadius|float|Radius of shadow edges for soft shadows. If its value is negetive code will auto assign a value depending on shadowlod. These code based values can be adjusted via convars nr_shadow_rad_High,nr_shadow_rad_Med and nr_shadow_rad_Low.}}
Determines distance at which light source will not cast shadows.}}
{{KV|Enable Texture Light|intn=bTexLight|choices|Enable Texture Ligh.
Determines whether the given light source use texture instead of lighting. With NewLight_Point technically works like a cube, greate example is batteris that use lights/lightcookie_battery.vtf.
*0: Disabled
*1: Enabled}}
{{KV|Texture name for TexLight|intn=texName|string|Texture name for TexLight.
Determines which texture will use ligth source. It use .vtf files, not .vmt.}}
{{KV|.Enable Prop Only Mode|intn=bNegLight|choices|Enable Prop Only Mode.
Determines whether light source will only illuminate models.
*0: Disabled
*1: Enabled}}
{{KV|LightnGodRayMode|intn=LightnGodRayMode|choices| Light 1:Godrays 2:Both Light and GodRays.
Determines whether light source will cast light, godrays, or both.
*0: Light
*1: Godrays
*2: Both Light and GodRays}}
{{KV|EnableGodRays|intn=EnableGodRays|choices| EnableGodRays.
Determines whether godrays enabled or not.
*0: Disabled
*1: Enabled}}
{{KV|Density|intn=Density|float|Density Controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good value range is 0.5 to 1.5.}}
{{KV|Weight|intn=Weight|float|Weight Controls the intensity of volumetric shadow. Blocking of rays by geometry. good values 0.1 - 10.0.}}
{{KV|Decay|intn=Decay|float|Decay NOT being used.}}
{{KV|Exposure|intn=Exposure|float|Exposure Controls the intensity of Rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0 - 10.0.}}
{{KV|DistFactor|intn=DistFactor|float|DistFactor Controls the falloff of rays / length. 1.0f is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.}}
{{KV|DiskRadius|intn=DiskRadius|float|Radius of Disk/circle of sun in texturespace. 1.0 will be full screen 0.5 is half screen etc.
0 - will not render.}}
{{KV|ColorInner|intn=ColorInner|color255| This is the color of the inner circle.}}
{{KV|ColorRays|intn=ColorRays|color255| This is the color of the rays.}}
{{KV|GodRaysType|intn=GodRaysType|choices|GodRaysType.
*0: Normal
*1: Fancy}}
{{KV|DiskInnerSizePercent|intn=DiskInnerSizePercent|float|Used only in Fancy Mode. Disk inner circle radius = DiskRadius * DiskInnerSizePercent.}}
{{KV|ColorOuter|intn=ColorOuter|color255|Used only in Fancy Mode. This is the color of the outer circle.}}
{{KV|Ell_FR_ConstA|intn=Ell_FR_ConstA|float| }}
{{KV|Ell_FR_ConstB|intn=Ell_FR_ConstB|float| }}
{{KV|EEll_SR_ConstA|intn=EEll_SR_ConstA|float|  }}
{{KV|EEll_SR_ConstB|intn=EEll_SR_ConstB|float| }}
{{KV|Ell_RRF_ConstA|intn=Ell_RRF_ConstA|float| }}
{{KV|Ell_RRF_ConstB|intn=Ell_RRF_ConstB|float| }}
{{KV|RotSpeed|intn=RotSpeed|float|}}
{{KV|RenderInWorldSpace|intn=m_bEnableWorldSpace|choices|
*0: Disabled
*1: Enabled}}
{{KV|m_fAlphaDiskInner|intn=m_fAlphaDiskInner|float|}}
{{KV|m_fAlphaDiskOuter|intn=m_fAlphaDiskOuter|float| }}
{{KV|UseToneMapRays|intn=m_bUseToneMapRays|choices|
*0: Enabled
*1: Disabled}}
{{KV|UseToneMapDisk|intn=m_bUseToneMapDisk |choices|
*0: Enabled
*1: Disabled}}
{{KV|ShadowPass_Brush|intn=m_bSRO_Brush|choices|Do we want to Render Brushes in shadow passes for this light?
*0: YES
*1: NO}}
{{KV|ShadowPass_StaticProp|intn=m_bSRO_StaticProp|choices|Do we want to Render StaticProps in shadow passes for this light?
*0: YES
*1: NO}}
{{KV|ShadowPass_DynProp|intn=m_bSRO_DynProp|choices|Do we want to Render Dynamic Props in shadow passes for this light?
*0: YES
*1: NO}}
{{KV|ShadowPass_AlphaTest|intn=m_bSRO__Trans|choices|Do we want to Render AlphaTested Objects in shadow passes for this light?
*0: YES
*1: NO}}


==Inputs==
==Inputs==
{{IO|SetColorLight|<color255>. Change Light's Color value. Doesnt effect the godrays}}
{{I|SetColorLight|param=color255|Change light's color value. Doesn't affect the godrays.}}
{{IO|SetIntensityForLight|<float>. Change Light's intensity value. Doesnt effect the godrays}}
{{I|SetIntensityForLight|param=float|Change light's intensity value. Doesn't affect the godrays.}}
{{IO|TurnOnGodRays|Turn the Godrays on.}}
{{I|TurnOnGodRays|param=void|Turn the godrays on.}}
{{IO|TurnOffGodRays|Turn the Godrays off.}}
{{I|TurnOffGodRays|param=void|Turn the godrays off.}}
{{I Light}}
{{I|TurnOn|param=void|Turn the light on.}}
{{I BaseEntity}}
{{I|TurnOff|param=void|Turn the light off.}}
 
{{I|Toggle|param=void|Toggle the light's current state.}}
==Outputs==
{{O BaseEntity|}}
 
== See Also ==
* {{ent|light_spot}}
* [[Lighting]]
* [[Adding Light]]
* [[Intermediate Lighting]]
* [[Advanced Lighting]]
* [[Effect flags]] (dynamic light effects)
* [[Tool textures]] (for Block light)
* {{ent|$reflectivity}} (controlling reflected light off surfaces)
{{todo|Better describe functions. Add pictures and videos. Fix some stuff.}}

Latest revision as of 07:57, 5 November 2025

Edit Tabs
NewLight Point.png

newLight_Point is a point entity available in Black Mesa Black Mesa. It creates an invisible deferred light source that shines in all directions, includes godrays and lightcookies.

C++ Class hierarchy
CNewLightPoint
CBaseEntity
NewLight_Point in End Game chapter (used for the portal).
Note.pngNote:You can have only 512 point light entities placed in the map editor.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also: Generic Keyvalues, Inputs and Outputs available to all entities
Pitch Yaw Roll (Y Z X) (angles) <angle> !FGD
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.pngNote:There is almost no differences if you're using point light with no texture. Things changes if you're using textures.


Use old Falloff ? (bUseOldFallOff) <choices> !FGD Obsolete
Deprecated.
Sets old falloff state, disabled or enabled. This feature is disabled in the code, so you can't use old falloff (although it is still used for the flashlight).
  • 0: Disabled
  • 1: Enabled


Light Color (LightColor) <color255>
The RGB color of the light. Colors must be between 0 and 255.
Light Intensity (Intensity) <float>
Intensity/brightness of the light. It's RGB * intensity.
Note.pngNote:With 0 it will make the light disabled, including the effects. Doesn't affect shadows.
Note.pngNote:The default 8000 value is equivalent to default 200 brightness value for static VRAD lights. If needed to repeat static light brightness, multiple the brightness value by 40; if vice versa, divide by 40.
Range (Range) <float>
Range of the light, or how far the light source can illuminate. Measured in Hammer Units.
Warning.pngWarning:This is one of the parameters that affects performance in the game. Smaller values ​​allow you to process less geometry and save performance.
Icon-Important.pngImportant:Range is limited, the limit depends on intensity value. Do not use values ​​bigger than the intensity value allows.
Examples
Enabled (Enabled) <choices>
Sets light state on spawn, enabled or disabled.
  • 0: Enabled
  • 1: Disabled
Appearance (style) <integer choices>
Appearance presets.
Lightstyle presets (epilepsy warning)
Literal Value Description Sequence Preview
0 Normal m Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
Tip.pngTip:Use new lights instead for lights with custom appearance, because static lightmapped lights reduces performance with this feature (especially near displacements).
Note.pngNote:Custom light styles are not possible.
Light Ambient Color (LightColorAmbient) <color255>
The RGB color of the shadows. Colors must be between 0 and 255.
Examples
SpecularMultiplier (SpecMultiplier) <float>
Specular multiplier. Sets intensity of new specular shader from this light source. It's RGB * Intensity * SpecularMultiplier. 0 means disabled.
Examples


falloffConstant (falloffConstant) <integer> !FGD Obsolete
Deprecated.
Constant value (can work only if old falloff is enabled).
falloffLinear (falloffLinear) <integer> !FGD Obsolete
Deprecated.
Linear value (can work only if old falloff is enabled).
falloffQuadratic (falloffQuadratic) <integer> !FGD Obsolete
Deprecated.
Quadratic value (can work only if old falloff is enabled).


Light Type (LightType) <choices>
Type of the light. This affects the behavior of the light source with parent, enable/disable dynamic models in shadowmaps, enable/disable static shadowmaps.
  • 0: Static - used only static shadowmaps, this means that shadows are cast only by static objects (prop_static, geometry, etc). Cannot move with parent.
Icon-Important.pngImportant:Brush entities and bmodels are also included in static shadowmaps and they never update (including func_physbox).
Note.pngNote:Static shadowmaps will update after save reload (only once).
  • 1: Stationary - the same as Static, but with dynamic shadows for dynamic models.
  • 2: Dynamic - lighting don't use static shadowmaps at all. It uses dynamic shadows for static objects and dynamic models. This type also can move with parent. This type is expensive, usually used for moving lights, but also can be used if you're getting issues due to static shadowmaps.
Examples
Note.pngNote:Note that shadow from metal box and grate box are flying on first and second pictures, that's because both was placed in air on map spawn. Doesn't happen on third picture, because the light updated shadow for both.
HasShadow (HasShadow) <choices>
Sets shadows state for the light, enabled or disabled. Remember that the default choices is No.
  • 0: No
  • 1: Yes
Examples
ShadowMapLOD (ShadowLod) <choices>
Resolution of shadowmap used by this light. This affects the quality of the shadows.
  • 0: 256
  • 1: 512
  • 2: 1024
Examples
Icon-Important.pngImportant:You cannot use any value from here an unlimited number of times. More information below.
ShadowRadius (ShadowRadius) <float>
Radius of shadow edges for soft shadows. If its value is negative, code will auto assign a value depending on ShadowLod. These code based values can be adjusted via convars nr_shadow_rad_High, nr_shadow_rad_Med and nr_shadow_rad_Low.
Examples
Tip.pngTip:Don't use very low values, because the shadows will look like stairs. Also don't use very high values, because the noise will spoil them a lot, or you'll see only noise.
NearZ (NearZ) <float>
NearZ used by shadowmap camera for this light. This is the distance at which the light source will start cast shadows.


ShadowFaceX (ShadowFaceX) <choices>
Sets shadow state (enabled or disabled) for X face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceX_Minus (ShadowFaceX_Minus) <choices>
Sets shadow state (enabled or disabled) for -X face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceY (ShadowFaceY) <choices>
Sets shadow state (enabled or disabled) for Y face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceY_Minus (ShadowFaceY_Minus) <choices>
Sets shadow state (enabled or disabled) for -Y face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceZ (ShadowFaceZ) <choices>
Sets shadow state (enabled or disabled) for Z face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceZ_Minus (ShadowFaceZ_Minus) <choices>
Sets shadow state (enabled or disabled) for -Z face.
  • 0: Enabled
  • 1: Disabled


DepthBias (DepthBias) <float>
DepthBias is offset added to depth values in shadowmaps.
Examples


SlopeDepthBias (SlopeDepthBias) <float>
Slope Depth Bias used for surfaces having aliasing due to steep angles with light.
Examples
NormalBias (NormalBias) <float>
While rendering objects into shadowmaps, each vertex will be moved along -ve Normal direction, giving it an appearance of shrinking while rendering to shadowmaps. This property determines the amount of Units to be moved. Helps with shadow aliasing.
Examples
Note.pngNote:You will not see any changes if your material doesn't not provide bumpmap.
Icon-Important.pngImportant:Increasing this value will make shadows between different surfaces less accurate, greate example is third picture in examples, there you can see "two" shadows from railing.
Icon-Bug.pngBug:Numbers lower than 0.8 can cause huge graphics issues. Example.
Tip.pngTip:Increase this value if you are getting aliasing issues like this.


Enable Texture Light (bTexLight) <choices>
Sets lightcookie (texture lights) state, enabled or disabled.
  • 0: Disabled
  • 1: Enabled
Examples
Warning.pngWarning:This is one of the most expensive features, use wisely.
Texture name for TexLight (texName) <string>
Determines which texture will use the light source. Lightcookies are using .vtf (not .vmt) texture from files (just like env_projectedtexture).
.Enable Prop Only Mode (bNegLight) <choices> Obsolete
Deprecated.
Sets prop only mode, which supposed to disable shadows for world geometry. Doesn't work. The same effect can be achieved with shadow pass settings.
  • 0: Disabled
  • 1: Enabled
LightnGodRayMode (LightnGodRayMode) <choices>
This determines what effects will be available to use for the light source. Keep in mind that the default choice is Light.
  • 0: Light - light only.
  • 1: Godrays - godrays only.
  • 2: Both Light and GodRays - both light and godrays.
Icon-Bug.pngBug:Even if godrays is turned off, the game will still think that the godrays is used if choice is Godrays or Both Light and GodRays.


EnableGodRays (EnableGodRays) <choices>
Sets godrays state on spawn, enabled or disabled.
  • 0: Disabled
  • 1: Enabled
Warning.pngWarning:You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
The error
Density (Density) <float>
Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5.
Examples
Weight (Weight) <float>
Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
Examples
Decay (Decay) <float> Obsolete
Deprecated.
Decay controls luminance fall off per sample. Value here doesn't work.
Exposure (Exposure) <float>
Exposure controls the intensity of rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0-10.0.
Examples


DistFactor (DistFactor) <float>
DistFactor controls the falloff of rays/length. 1.0 is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
Examples
Note.pngNote:Godrays doesn't look smooth if used big value here. The same for Exposure.
Example
ColorInner (ColorInner) <color255 + int>
The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
Icon-Bug.pngBug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples
Note.pngNote:Rays is disabled on this picture (the colors are partially blending).
ColorRays (ColorRays) <color255 + int>
The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
Examples
ColorOuter (ColorOuter) <color255 + int>
The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
Icon-Bug.pngBug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples
Note.pngNote:Rays is disabled on this picture (the colors are partially blending).
Note.pngNote:You can't use black colors for ColorOuter, ColorInner and ColorRays.
DiskRadius (DiskRadius) <float>
Radius of disk/circle of sun/point light in texturespace. 1.0 will be full screen, 0.5 is half screen, etc. 0 means don't render.
Examples
DiskInnerSizePercent (DiskInnerSizePercent) <float>
Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
Examples
Note.pngNote:Rays is disabled on this picture (for clarity).


GodRaysType (GodRaysType) <choices>
Sets godrays type, normal or fancy.
  • 0: Normal
  • 1: Fancy
Examples
RenderInWorldSpace (m_bEnableWorldSpace) <choices>
Disables disks if this enabled.
  • 0: Disabled
  • 1: Enabled
Confirm:Does it affect anything else ?
Ell_FR_ConstA (Ell_FR_ConstA) <float>
This is fancy godrays disk size.
Examples
Ell_FR_ConstB (Ell_FR_ConstB) <float>
This is fancy godrays disk distortion.
Examples
EEll_SR_ConstA (EEll_SR_ConstA) <float>
This is fancy godrays disk hole size.
Examples
EEll_SR_ConstB (EEll_SR_ConstB) <float>
This is fancy godrays disk hole distortion.
Examples
Ell_RRF_ConstA (Ell_RRF_ConstA) <float>
This is fancy godrays inner size.
Examples


Ell_RRF_ConstB (Ell_RRF_ConstB) <float>
This is fancy godrays inner distortion.
Examples
RotSpeed (RotSpeed) <float>
Rotating speed of fancy godrays, 0 means don't rotate, with negative number it will rotate to left. Examples (link to a video that showcase different values).
RotPatternFreq (RotPatternFreq) <integer>
Count of fancy godrays, with negative number will deny RotSpeed +/- effect. Examples (link to a video that showcase different values).
m_fAlphaDiskInner (m_fAlphaDiskInner) <float> Obsolete
Deprecated.
Alpha inner value for disk. Doesn't work.
m_fAlphaDiskOuter (m_fAlphaDiskOuter) <float> Obsolete
Deprecated.
Alpha outer value for disk. Doesn't work.
UseToneMapRays (m_bUseToneMapRays) <choices> Obsolete
Deprecated.
Sets tonemap state for rays, enabled or disabled. Doesn't work.
  • 0: Enabled
  • 1: Disabled
UseToneMapDisk (m_bUseToneMapDisk) <choices> Obsolete
Deprecated.
Sets tonemap state for disk, enabled or disabled. Doesn't work.
  • 0: Enabled
  • 1: Disabled


ShadowPass_Brush (m_bSRO_Brush) <choices>
Do we want to render world geometry in shadow passes for this light ? Doesn't affect bmodels.
  • 0: YES
  • 1: NO
ShadowPass_StaticProp (m_bSRO_StaticProp) <choices>
Do we want to render prop_static in shadow passes for this light ? This also affect bmodels.
  • 0: YES
  • 1: NO
ShadowPass_DynProp (m_bSRO_DynProp) <choices>
Do we want to render dynamic models in shadow passes for this light ?
  • 0: YES
  • 1: NO
ShadowPass_AlphaTest (m_bSRO__Trans) <choices>
Do we want to render models with transparency materials in shadow passes for this light ? Objects with transparency can cast shadows if your model includes a material without transparency.
  • 0: YES
  • 1: NO

Inputs

SetColorLight <color255RedirectInput/color32>
Change light's color value. Doesn't affect the godrays.
SetIntensityForLight <floatRedirectInput/float>
Change light's intensity value. Doesn't affect the godrays.
TurnOnGodRays <void>
Turn the godrays on.
TurnOffGodRays <void>
Turn the godrays off.
TurnOn <void>
Turn the light on.
TurnOff <void>
Turn the light off.
Toggle <void>
Toggle the light's current state.