Env cascade light: Difference between revisions

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{{note| It is recommended to have a [[light_environment]] in your map to create radiosity based lighting, as this ent does not bake radiosity and only creates a real-time shadow map}}
{{note| It is recommended to have a [[light_environment]] in your map to create radiosity based lighting, as this ent does not bake radiosity and only creates a real-time shadow map}}
{{bug|This entity is currently broken and does not project light through $alphatest or invisible textures. This is most noticeable in ar_baggage, where the windows no longer have light passing through.}}
{{bug|This entity is currently broken and does not project light through $alphatest or invisible textures. This is most noticeable in ar_baggage, where the windows no longer have light passing through.}}
    {{note| This bug appears to have been fixed as of 12/07/2015}}
{{bug| HDR must be enabled to activate cascade lighting.}}
{{bug| HDR must be enabled to activate cascade lighting.}}



Revision as of 09:08, 12 July 2015

env_cascade_lighting is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

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.

Note.pngNote: It is recommended to have a light_environment in your map to create radiosity based lighting, as this ent does not bake radiosity and only creates a real-time shadow map
Icon-Bug.pngBug:This entity is currently broken and does not project light through $alphatest or invisible textures. This is most noticeable in ar_baggage, where the windows no longer have light passing through.  [todo tested in ?]
Note.pngNote: This bug appears to have been fixed as of 12/07/2015
Icon-Bug.pngBug: HDR must be enabled to activate cascade lighting.  [todo tested in ?]

Keyvalues

Name (targetname) <string>[ Edit ]
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

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
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.
Light Color ([todo internal name (i)]) <color255>
This is the color of the sunlight.
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.

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetAngles <stringRedirectInput/string>
Set the shadow direction.
LightColor <color255RedirectInput/color32>
This is the color of the sunlight.

Outputs