Env cascade light: Difference between revisions
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{{csgo point| | {{csgo point|env_cascade_light}} | ||
==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 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. | 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. | ||
The game automatically adds this entity to a map. But it can be placed manually to allow for it to be manipulated or killed to allow such things as dynamic lighting. | |||
{{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}} |
Revision as of 15:19, 18 May 2016
env_cascade_light
is a point entity available in 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.
The game automatically adds this entity to a map. But it can be placed manually to allow for it to be manipulated or killed to allow such things as dynamic lighting.




Keyvalues
- 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.
- 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 <string >
- Set the shadow direction.
- LightColor <color255 >
- This is the color of the sunlight.