Env cascade light: Difference between revisions

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{{base point multi|env_cascade_light|game1=Insurgency|game2=Black Mesa (Source)|game3=Counter-Strike: Global Offensive|game4=Portal 2: Community Edition|game5=Jabroni Brawl: Episode 3}}
{{base point multi|env_cascade_light|game1=Insurgency|game2=Black Mesa (Source)|game3=Counter-Strike: Global Offensive|game4=Portal 2: Community Edition|game5=Jabroni Brawl: Episode 3}}


It casts an extremely accurate shadow map via the <code>tools/[[skybox]]</code> texture, acting as a real-time variation of {{ent|light_environment}}. This form of lighting is known as [http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx Cascaded Shadow Maps], or CSM, which works by rendering very detailed shadow maps which becomes a lower and lower resolution depending on the distance the viewer is from the surface, similar to [[mipmaps]]. Some games automatically add this entity to the map, but it can be placed manually as well.
It casts an extremely accurate shadow map via the <code>tools/[[skybox]]</code> texture, acting as a real-time variation of {{ent|light_environment}}. This form of lighting is known as [https://learn.microsoft.com/en-us/windows/win32/dxtecharts/cascaded-shadow-maps Cascaded Shadow Maps], or CSM, which works by rendering very detailed shadow maps which becomes a lower and lower resolution depending on the distance the viewer is from the surface, similar to [[mipmaps]]. Some games automatically add this entity to the map, but it can be placed manually as well.


{{note|{{bms}}'s implementation is different from {{csgo}}'s. It may work differently than expected.}}
{{note|{{bms}}'s implementation is different from {{csgo}}'s. It may work differently than expected.}}

Revision as of 12:39, 4 October 2022

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CSM in Counter-Strike: Global Offensive

Template:Base point multi

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 Cascaded Shadow Maps, or CSM, which works by rendering very detailed shadow maps which becomes a lower and lower resolution depending on the distance the viewer is from the surface, similar to mipmaps. Some games automatically add this entity to the map, but it can be placed manually as well.

Note.pngNote:Black Mesa's implementation is different from Counter-Strike: Global Offensive's. It may work differently than expected.
Icon-Bug.pngBug:In Insurgency, shadows will be very faint if the map hasn't been compiled with HDR.  [todo tested in ?]
Icon-Bug.pngBug:In Insurgency, Lightstyles will break when this entity exists.  [todo tested in ?]
Note.pngNote:You still need to have a light_environment in your map as well to create lightmap based lighting, which is not done by this entity.
Note.pngNote: Half-Life 2 Half-Life 2 based games and mods dont have this entity, but you can use community recreation from this github

Counter-Strike: Global Offensive Represented by class CCascadeLight.

Keyvalues

Light Color (color) <color255>
This is the color of the sunlight. For Counter-Strike: Global Offensive, the color is automatically copied from the light_environment.
Max shadow distance (maxshadowdistance) <float>
Maximum dynamic shadow distance. Higher values are slower, default on PC is 400 units.
Use light_environment's angles (uselightenvangles) <boolean>
If true, the CSM shadow angles are automatically taken from a light_environment's angles. If false, this entity's Pitch Yaw Roll is used.
LightRadius1 (LightRadius1) to LightRadius3 <float> (only in Black Mesa)
Used for controlling shadow softness in cascades 1, 2, and 3.
Depthbias1 (Depthbias1) to Depthbias3 <float> (only in Black Mesa)
DepthBias for cascades 1, 2, and 3.
Slopescaledepthbias1 (Slopescaledepthbias1) to Slopescaledepthbias3 <float> (only in Black Mesa)
Slope DepthBias for cascades 1, 2, and 3.
ViewModelDepthbias (ViewModelDepthbias) <float> (only in Black Mesa)
DepthBias for viewmodel cascade.
ViewModelSlopescaledepthbias (ViewModelSlopescaledepthbias) <float> (only in Black Mesa)
DepthBias for viewmodel cascade.
CSM_Volume_Mode (CSMVolumeMode) <choices> (only in Black Mesa)
Use Manual mode for better quality and performance. In near future Auto mode will be removed from the game.
  • 0: Auto: Static cache will update once every 10 frames (approx) covering max shadow distance or whole map around player.
  • 1: Manual : Static cache area coverage and updates are managed via CSM Volumes' I/O.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Inputs

SetAngles <stringRedirectInput/string>
Sets the direction shadows cast in.
LightColor <color255RedirectInput/color32>
Changes color of the sunlight.
LightColorScale  !FGD Obsolete
Deprecated.
Boosts the color of the sunlight. Non-functional, only resets the Light Color.
SetCSMVolume  (only in Black Mesa)
Set CSM Volume via trigger volume.
SetCSMVolumeToSceneBounds  (only in Black Mesa)
Set CSM Volume to scene bounds.
SetCSMVolumeViaCSMVolumeEntity <targetnameRedirectInput/string> (only in Black Mesa)
Set CSM Volume to CSM Volume Entity.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Outputs