Template:KV Source 2 Light: Difference between revisions

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{{ScrollBox|title=Source 2 Light|
{{ScrollBox|title=Source 2 Light|
{{KV|Enabled (enabled)|boolean|Sets the initial on/off state of the light.}}
{{KV|Enabled|intn=enabled|boolean|Sets the initial on/off state of the light.}}
{{KV|Color (color)|color255|The RGB color of the light.}}
{{KV|Color|intn=color|color255|The RGB color of the light.}}
{{KV|Color Mode (colormode)|choices| How to calculate the light's color.|only={{cs2|5}}}}
{{KV|Brightness|intn=brightness|float|The brightness of the light. The value can be increased over 1.0}}
:*0: Color
{{KV|Range|intn=range|float|Distance range for light. 0 : infinite.}}
:*1: Color Temperature
{{KV|Cast Shadows|intn=castshadows|choices|Whether this light casts shadow.}}
{{KV|Color Temperature (colortemperature)|float|only={{cs2|5}}}}
{{KV|Lumens (brightness_lumens)|float| Total amount of visible light energy emitted, in lumens. The default omni-directional light is calibrated at 1000 lumens, typical for a 60 Watt incandescent bulb.|only={{cs2|5}}}}
{{KV|Brightness (brightness)|float|The brightness of the light. The value can be increased over 1.0}}
{{KV|Range (range)|float|Distance range for light. 0 : infinite.}}
{{KV|Cast Shadows (castshadows)|choices|Whether this light casts shadow.}}
:*0: No
:*0: No
:*1: Yes
:*1: Yes
:*2: Baked Only
:*2: Baked Only
{{KV|Shadow Near Clip Plane (nearclipplane)|float|Distance in game units for near clip plane for shadow map.}}
{{KV|Shadow Near Clip Plane|intn=nearclipplane|float|Distance in game units for near clip plane for shadow map.}}
{{KV|Appearance (style)|choices|Various Custom Appearance presets.}}
{{KV|Appearance|intn=style|choices|Various Custom Appearance presets.}}
{{light appearances}}
{{lightstyle presets}}
{{KV|Custom Appearance (pattern)|string|Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.}}
{{KV|Custom Appearance|intn=pattern|string|Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.}}
{{KV|Start Fade Dist (fademindist)|float|Distance at which the light starts to fade (<0 : use fademaxdist).}}
{{KV|Start Fade Dist|intn=fademindist|float|Distance at which the light starts to fade (<0 : use fademaxdist).}}
{{KV|End Fade Dist (fademaxdist)|float|Maximum distance at which the light is visible (0 : don't fade out).}}
{{KV|End Fade Dist|intn=fademaxdist|float|Maximum distance at which the light is visible (0 : don't fade out).}}
{{KV|Render to Cubemaps (rendertocubemaps)|boolean|If true, this geometry renders into baked cube maps}}
{{KV|Render to Cubemaps|intn=rendertocubemaps|boolean|If true, this geometry renders into baked cube maps}}
{{KV|Priority (priority)|integer|When the number of visible lights exceeds the rendering budget, higher priority lights are chosen for rendering first.}}
{{KV|Priority|intn=priority|integer|When the number of visible lights exceeds the rendering budget, higher priority lights are chosen for rendering first.}}


{{KV|Indirect Light Multiplier (bouncescale)|float|Multiplies the brightness of light bouncing of surfaces.}}
{{KV|Indirect Light Multiplier|intn=bouncescale|float|Multiplies the brightness of light bouncing of surfaces.}}
{{KV|Render Diffuse (renderdiffuse)|boolean|Toggles baking and rendering of diffuse lighting (per-pixel, lightmaps,light probe volumes and bounced light on cubemaps).}}
{{KV|Render Diffuse|intn=renderdiffuse|boolean|Toggles baking and rendering of diffuse lighting (per-pixel, lightmaps,light probe volumes and bounced light on cubemaps).}}
{{KV|Render Specular (renderspecular)|choices|Controls rendering of direct specular highlights. This applies a bright sphere effect to reflections.}}
{{KV|Render Specular|intn=renderspecular|choices|Controls rendering of direct specular highlights. This applies a bright sphere effect to reflections.}}
:*0: Off
:*0: Off
:*1: On - Render in real-time.
:*1: On - Render in real-time.
:*2: Bake into cubemaps (Source 1 behavior)
:*2: Bake into cubemaps (Source 1 behavior)
{{KV|Enabled (directlight)|choices|How direct lighting should be represented.}}
{{KV|Direct Lighting|intn=directlight|choices|How direct lighting should be represented.}}
:*0: None
:*0: None
:*1: Baked
:*1: Baked
:*2: Per-Pixel
:*2: Per-Pixel
:*3: Mixed {{todo|possibly deprecated}}
:*3: Mixed {{removed|{{hla}}}}
{{KV|Enabled (indirectlight)|choices|How indirect lighting should be represented.}}
{{KV|Indirect Lighting|intn=indirectlight|choices|How indirect lighting should be represented.}}
:*0: None
:*0: None
:*1: Baked
:*1: Baked
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<noinclude>
<noinclude>
[[Category:KeyValue Templates|Source 2 Light]]
[[Category:Keyvalue Templates/Source 2|Source 2 Light]]
</noinclude>
</noinclude>

Latest revision as of 07:00, 16 February 2025

Source 2 Light:
Enabled (enabled) <boolean>
Sets the initial on/off state of the light.
Color (color) <color255>
The RGB color of the light.
Brightness (brightness) <float>
The brightness of the light. The value can be increased over 1.0
Range (range) <float>
Distance range for light. 0 : infinite.
Cast Shadows (castshadows) <choices>
Whether this light casts shadow.
  • 0: No
  • 1: Yes
  • 2: Baked Only
Shadow Near Clip Plane (nearclipplane) <float>
Distance in game units for near clip plane for shadow map.
Appearance (style) <choices>
Various Custom 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
Custom Appearance (pattern) <string>
Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.
Start Fade Dist (fademindist) <float>
Distance at which the light starts to fade (<0 : use fademaxdist).
End Fade Dist (fademaxdist) <float>
Maximum distance at which the light is visible (0 : don't fade out).
Render to Cubemaps (rendertocubemaps) <boolean>
If true, this geometry renders into baked cube maps
Priority (priority) <integer>
When the number of visible lights exceeds the rendering budget, higher priority lights are chosen for rendering first.


Indirect Light Multiplier (bouncescale) <float>
Multiplies the brightness of light bouncing of surfaces.
Render Diffuse (renderdiffuse) <boolean>
Toggles baking and rendering of diffuse lighting (per-pixel, lightmaps,light probe volumes and bounced light on cubemaps).
Render Specular (renderspecular) <choices>
Controls rendering of direct specular highlights. This applies a bright sphere effect to reflections.
  • 0: Off
  • 1: On - Render in real-time.
  • 2: Bake into cubemaps (Source 1 behavior)
Direct Lighting (directlight) <choices>
How direct lighting should be represented.
  • 0: None
  • 1: Baked
  • 2: Per-Pixel
  • 3: Mixed (removed since Half-Life: Alyx)
Indirect Lighting (indirectlight) <choices>
How indirect lighting should be represented.
  • 0: None
  • 1: Baked