Env cascade light: Difference between revisions
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Bug:In 
, this entity breaks Light Styles when active, which means named lights or lights with an animated appearance won't work correctly when this entity is active. [todo tested in ?]
Bug:In
, you must compile your map with HDR in order to see the shadows from this entity, they'll be very faint otherwise! [todo tested in ?]
Note:It is recommended to have a light_environment in your map to create radiosity based lighting, as this entity does not bake radiosity and only creates a real-time shadow map.
Note:Black Mesa: Source has their own implementation of this entity, which preserves Light Styles, it also has keyvalues that have yet to have been documented here.
No edit summary |
(Updated the description a little bit, and updated the bugs and notes along with a mention of Black Mesa's version of this entity.) |
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{{ | {{base point multi|env_cascade_light|game1=Insurgency|game2=Black Mesa: Source|game3=Counter-Strike: Global Offensive}} | ||
==Entity description== | ==Entity description== | ||
It casts an extremely accurate shadow map via the "tools/skybox" texture, acting as a real-time variation of [[light_environment]]. This form of lighting is known as [http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx cascade shadow maps] which works by rendering shadow maps at scaling | It casts an extremely accurate shadow map via the "tools/skybox" texture, acting as a real-time variation of [[light_environment]]. This form of lighting is known as [http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx cascade shadow maps] which works by rendering shadow maps at scaling resolutions based on the players initial camera vector from the center of a spatial grid. These shadow maps are then stitched together, with the the accuracy and quality of the shadow maps scaling lower the further they are away from the player, thus trading accuracy for performance. Some games automatically add this entity to the map. But it can be placed manually to allow for it to be manipulated or killed to allow such things as dynamic lighting. | ||
{{bug|In {{insurgency}}{{csgo}}, this entity breaks [[Naming_Lights|Light Styles]] when active, which means named lights or lights with an animated appearance won't work correctly when this entity is active.}} | |||
{{bug|In {{insurgency}}, you must compile your map with HDR in order to see the shadows from this entity, they'll be very faint otherwise!}} | |||
{{note| It is recommended to have a [[light_environment]] in your map to create radiosity based lighting, as this | {{note|It is recommended to have a [[light_environment]] in your map to create radiosity based lighting, as this entity does not bake radiosity and only creates a real-time shadow map.}} | ||
{{ | {{note|[[Black_Mesa:_Source|Black Mesa: Source]] has their own implementation of this entity, which preserves [[Naming_Lights|Light Styles]], it also has keyvalues that have yet to have been documented here.}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Light Color|color255|This is the color of the sunlight.}} | |||
{{KV|Max shadow distance|bool|Maximum dynamic shadow distance. Higher values are slower, default on PC is 400 units.}} | |||
{{KV|Use light_environment's angles|float|If true, the CSM shadow angles are automatically harvested from the light_environment's angles. If false, this entity's angles are used.}} | |||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
{{KV Angles}} | {{KV Angles}} | ||
==Inputs== | ==Inputs== |
Revision as of 13:26, 12 April 2017
Entity description
It casts an extremely accurate shadow map via the "tools/skybox" texture, acting as a real-time variation of light_environment. This form of lighting is known as cascade shadow maps which works by rendering shadow maps at scaling resolutions based on the players initial camera vector from the center of a spatial grid. These shadow maps are then stitched together, with the the accuracy and quality of the shadow maps scaling lower the further they are away from the player, thus trading accuracy for performance. Some games automatically add this entity to the map. But it can be placed manually to allow for it to be manipulated or killed to allow such things as dynamic lighting.







Keyvalues
- Max shadow distance ([todo internal name (i)]) <boolean>
- Maximum dynamic shadow distance. Higher values are slower, default on PC is 400 units.
- Use light_environment's angles ([todo internal name (i)]) <float>
- If true, the CSM shadow angles are automatically harvested from the light_environment's angles. If false, this entity's angles are used.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- 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.
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- SetAngles <string >
- Set the shadow direction.
- LightColor <color255 >
- This is the color of the sunlight.