Light deferred: Difference between revisions

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{{KV|Color Radius|intn=radius|float|Set's how much of the world should it light.}}
{{KV|Color Radius|intn=radius|float|Set's how much of the world should it light.}}
{{KV|Color Falloff powert|intn=power|float|{{todo}}}}
{{KV|Color Falloff powert|intn=power|float|{{todo}}}}
{{KV|Spotlight cone innert|intn=spot_cone_inner|float|{{todo}}}}
{{KV|Spotlight cone innert|intn=spot_cone_inner|float|The angles of the inner spotlight beam.}}
{{KV|Spotlight cone outer|intn=spot_cone_outer|float|{{todo}}}}
{{KV|Spotlight cone outer|intn=spot_cone_outer|float|Scales the spotlights size.}}
{{KV|Visible distance|intn=vis_dist|int|{{todo}}}}
{{KV|Visible distance|intn=vis_dist|int|Sets how far should it light the world.}}
{{KV|Visible fade range|intn=vis_range|int|{{todo}}}}
{{KV|Visible fade range|intn=vis_range|int|{{todo}}}}
{{KV|Shadow distance|intn=shadow_dist|int|{{todo}}}}
{{KV|Shadow distance|intn=shadow_dist|int|Sets how far should it cast shadows.}}
{{KV|Shadow fade range|intn=shadow_range|int|{{todo}}}}
{{KV|Shadow fade range|intn=shadow_range|int|{{todo}}}}
{{KV|Cookie texture|intn=cookietex|str|Path to vtf that should be projected.}}
{{KV|Cookie texture|intn=cookietex|str|Path to vtf that should be projected.}}

Revision as of 11:33, 12 February 2024

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It is also available in other games that use it's source code. It creates an invisible dynamic light source that can shine in all directions or only on one side, combining the features of a light and a light_spot. For most optimal light placing use the game's built-in Light editor.

Confirm:Does this entity also exists in Portal 2: Desolation Portal 2: Desolation?

Keyvalues

Note.pngNote:The Pitch and Yaw can be changed in the Light editor.
Todo: Add images!
Color diffuse (diffuse) <color255 + int>
Sets the light's color and brightness.
Color ambient (ambient) <color255 + int>
Sets the light's ambient color and brightness.
Color Radius (radius) <float>
Set's how much of the world should it light.
Color Falloff powert (power) <float>
[Todo]
Spotlight cone innert (spot_cone_inner) <float>
The angles of the inner spotlight beam.
Spotlight cone outer (spot_cone_outer) <float>
Scales the spotlights size.
Visible distance (vis_dist) <integer>
Sets how far should it light the world.
Visible fade range (vis_range) <integer>
[Todo]
Shadow distance (shadow_dist) <integer>
Sets how far should it cast shadows.
Shadow fade range (shadow_range) <integer>
[Todo]
Cookie texture (cookietex) <string>
Path to vtf that should be projected.
Lightstyle seed (style_seed) <integer>
[Todo]
Lightstyle amount (style_amt) <float>
[Todo]
Lightstyle speed (style_speed) <float>
[Todo]
Lightstyle smoothing (style_smooth) <float>
[Todo]
Lightstyle random (style_random) <float>
[Todo]


Light type (style) <choices>
Set's different light types.
Point : [0]
Make the light sine in all directions.
Spot : [1]
Make it a spotlight.

Flags

Enabled : [1]
Turns the light on.
Enable shadow : [2]
Enables dynamic shadows
Enable cookie : [4]
Enables cookie texture casting.
Enable volumetrics : [8]
Enables realtime volumetric lighting.
Enable lightstyle : [16]
Enables deferred lightstyles

Inputs

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Outputs

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See also