Shadow control: Difference between revisions
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Note:Since
Left 4 Dead , shadow direction can be determined by local lights instead of a global value. See below for more details.
Confirm:Obsolete in
? Possibly replaced by env_cascade_light.
(Added link for Dynamic RTT shadow angles in Source_2007, updated templates) |
mNo edit summary |
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{{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.}} | : {{Note|This keyvalue may not be available in some [[FGD]]s.}} | ||
: {{codenote|There is a version of this feature which could run on previous versions of Source. [[Dynamic RTT shadow angles in Source_2007|Click here]] for more information.}}|since={{l4d}}|also={{GMOD}}{{mapbase}}}} | : {{codenote|There is a custom version of this feature which could run on previous versions of Source. [[Dynamic RTT shadow angles in Source_2007|Click here]] for more information.}}|since={{l4d}}|also={{GMOD}}{{mapbase}}}} | ||
{{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.}} |
Revision as of 12:56, 14 June 2020
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.




Keyvalues
- Maximum Distance (distance) ([todo internal name (i)]) <float>
- This is the maximum distance the shadow is allowed to cast, in inches.
Tip: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
) (also in
)
- 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 FGDs.
Code:There is a custom version of this feature which could run on previous versions of Source. Click here for more information.
- 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: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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- color <color255 >
- Set the shadow color.
- direction <vector >
- Set the shadow direction.
- SetDistance <float >
- Set the maximum shadow cast distance.
- SetAngles <string >
- Set the shadow direction.
- SetShadowsDisabled <integer >
- Set shadows disabled state.
- SetShadowsFromLocalLightsEnabled <integer > (in all games since
) (also in
)
- Set local light shadows enabled state.
Note:This input may not be available in some FGDs.