Shadow control: Difference between revisions

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(Added notes that Left 4 dead added keyvalue and input may not be available in some FGDs, re-ordered Angles keyvalue block)
(Added GMOD availablity for L4D keyvalues, added note about local light shadows)
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|zh-cn=Shadow_control:zh-cn
|zh-cn=Shadow_control:zh-cn
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{{base point|shadow_control|sprite=1}} It defines the direction, color and attenuation distance of the [[Dynamic Shadows|dynamic shadows]] created by {{ent|light_environment}} for the entire map.
{{base point|shadow_control|sprite=1}} It defines the direction, color and attenuation distance of the [[Dynamic Shadows|dynamic shadows]] created by {{ent|light_environment}} for the entire map.
{{Note|Since {{l4d}} (and in {{GMOD}}), shadow direction can be determined by local lights instead of a global value. See below for more details.}}


{{map_properties}}
{{map_properties}}
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{{KV|All Shadows Disabled (disableallshadows)|boolean|Disable shadows entirely.}}
{{KV|All Shadows Disabled (disableallshadows)|boolean|Disable shadows entirely.}}
{{KV|Enable Local Light Shadows (enableshadowsfromlocallights)|boolean|Enable shadow direction to be calculated on a per-entity basis and to be dictated by the light closest to the entity.
{{KV|Enable Local Light Shadows (enableshadowsfromlocallights)|boolean|Enable shadow direction to be calculated on a per-entity basis and to be dictated by the light closest to the entity.
: {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D}}
: {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D|also=GMOD}}
{{KV Angles}}
{{KV Angles}}
: {{tip|Pitch is the sun's angle of elevation from the ground, and yaw is its compass bearing.}}
: {{tip|Pitch is the sun's angle of elevation from the ground, and yaw is its compass bearing.}}
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{{IO|SetShadowsDisabled|Set shadows disabled state.|param=integer}}
{{IO|SetShadowsDisabled|Set shadows disabled state.|param=integer}}
{{IO|SetShadowsFromLocalLightsEnabled|Set local light shadows enabled state.
{{IO|SetShadowsFromLocalLightsEnabled|Set local light shadows enabled state.
: {{Note|This input may not be available in some [[FGD]]s.}}|param=integer|since=L4D}}
: {{Note|This input may not be available in some [[FGD]]s.}}|param=integer|since=L4D|also=GMOD}}
{{I Targetname}}
{{I Targetname}}


== Outputs ==
== Outputs ==
{{O Targetname}}
{{O BaseEntity}}


== See Also ==
== See Also ==

Revision as of 17:06, 17 November 2019

Template:Otherlang2 Template:Base point It defines the direction, color and attenuation distance of the dynamic shadows created by light_environment for the entire map.

Note.pngNote:Since Left 4 Dead (and in Garry's Mod), shadow direction can be determined by local lights instead of a global value. See below for more details.

Template:Map properties

Confirm:Obsolete in Counter-Strike: Global Offensive? Possibly replaced by env_cascade_light.

Keyvalues

Shadow Color (color) ([todo internal name (i)]) <color255>
This is the color of the shadows.
Maximum Distance (distance) ([todo internal name (i)]) <float>
This is the maximum distance the shadow is allowed to cast, in inches.
Tip.pngTip:Shortening this distance can be used to approximate the effects of diffuse lighting.
All Shadows Disabled (disableallshadows) ([todo internal name (i)]) <boolean>
Disable shadows entirely.
Enable Local Light Shadows (enableshadowsfromlocallights) ([todo internal name (i)]) <boolean> (in all games since Left 4 Dead) (also in Garry's Mod)
Enable shadow direction to be calculated on a per-entity basis and to be dictated by the light closest to the entity.
Note.pngNote:This keyvalue may not be available in some FGDs.
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.
Tip.pngTip:Pitch is the sun's angle of elevation from the ground, and yaw is its compass bearing.
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

Inputs

color <color255RedirectInput/color32>
Set the shadow color.
direction <vectorRedirectInput/Vector>
Set the shadow direction.
SetDistance <floatRedirectInput/float>
Set the maximum shadow cast distance.
SetAngles <stringRedirectInput/string>
Set the shadow direction.
SetShadowsDisabled <integerRedirectInput/integer>
Set shadows disabled state.
SetShadowsFromLocalLightsEnabled <integerRedirectInput/integer> (in all games since Left 4 Dead) (also in Garry's Mod)
Set local light shadows enabled state.
Note.pngNote:This input may not be available in some FGDs.


Outputs

See Also