Shadow control: Difference between revisions

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(Changed internal keyvalue names to use KV intn parameter)
m (Otherlang2 -> lang and update templates.)
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{{otherlang2
{{lang|Shadow control}}
|zh-cn=Shadow_control:zh-cn
}}
{{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 {{Game link|Left 4 Dead}}, shadow direction can be determined by local lights instead of a global value. See below for more details.}}  
{{Note|Since {{game name|l4d|name=Left 4 Dead}}, shadow direction can be determined by local lights instead of a global value. See below for more details.}}  


{{map_properties}}
{{map_properties}}
{{clr}}
{{clr}}
{{confirm|Obsolete in {{csgo}}? Possibly replaced by {{ent|env_cascade_light}}.}}
{{confirm|Obsolete in {{game name|csgo|name=Counter-Strike: Global Offensive}}? Possibly replaced by {{ent|env_cascade_light}}.}}


== Keyvalues ==
== Keyvalues ==
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: {{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 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}}}}
: {{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}}
: {{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.}}
{{KV Targetname}}
{{KV BaseEntity}}


== Inputs ==
== Inputs ==
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{{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}}|also={{GMOD}}{{mapbase}}}}
: {{Note|This input may not be available in some [[FGD]]s.}}|param=integer|since={{l4d}}|also={{GMOD}}{{mapbase}}}}
{{I Targetname}}
{{I BaseEntity}}


== Outputs ==
== Outputs ==
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== See Also ==
== See Also ==
*[[Lighting]]
* [[Lighting]]
*[[light_environment]]
* {{ent|light_environment}}
*[[env_cascade_light]]
* {{ent|env_cascade_light}}
 


[[Category:Lighting]]
[[Category:Lighting]]

Revision as of 01:49, 14 September 2021

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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 Template:Game name, shadow direction can be determined by local lights instead of a global value. See below for more details.

Template:Map properties

Confirm:Obsolete in Template:Game name? Possibly replaced by env_cascade_light.

Keyvalues

Shadow Color (color) <color255>
This is the color of the shadows.
Maximum Distance (distance) <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) <boolean>
Disable shadows entirely.
Enable Local Light Shadows (enableshadowsfromlocallights) <boolean> (in all games since Left 4 Dead) (also in Garry's ModMapbase)
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.
Cpp.pngCode:There is a custom version of this feature which could run on previous versions of Source. Click here for more information.
Tip.pngTip:Pitch is the sun's angle of elevation from the ground, and yaw is its compass bearing.


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 ModMapbase)
Set local light shadows enabled state.
Note.pngNote:This input may not be available in some FGDs.


Outputs

See Also