shadow_control
		
		
		
		Jump to navigation
		Jump to search
		
|  Class hierarchy | 
|---|
| CShadowControl | 
|  shadowcontrol.cpp | 
Template:Format It defines the direction, color and attenuation distance of the dynamic shadows created by light_environment for the entire map.
 Note:Since Template:Game name, shadow direction can be determined by local lights instead of a global value. See below for more details.
Note:Since Template:Game name, shadow direction can be determined by local lights instead of a global value. See below for more details. Bug:At least in
Bug:At least in  Counter-Strike: Source, if the current level does not have this entity, shadow properties (angles and distance) will transfer from previous map that had shadow_control. Confirm in other games.  [todo tested in ?]
 Counter-Strike: Source, if the current level does not have this entity, shadow properties (angles and distance) will transfer from previous map that had shadow_control. Confirm in other games.  [todo tested in ?] Note:Deprecated in
Note:Deprecated in  Counter-Strike: Global Offensive. Use
 Counter-Strike: Global Offensive. Use env_cascade_light insteadKeyvalues
- 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:Shortening this distance can be used to approximate the effects of diffuse lighting. Tip:Shortening this distance can be used to approximate the effects of diffuse lighting.
- All Shadows Disabled (disableallshadows) <choices>
- Disable shadows entirely.
- Force Blob shadows (ForceBlobShadows) <choices>
- Enable blobby shadows (same that you can see if use lowest shadow detail).|only= | |
 Warning:Never disable, otherwise game will crash on map launch.
Warning:Never disable, otherwise game will crash on map launch.- Enable Local Light Shadows (enableshadowsfromlocallights)  <boolean> (in all games since  ) (also in ) (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. 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. Code:There is a custom version of this feature which could run on previous versions of Source. Click here for more information.
 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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 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.
- SetForceBlobsEnabled <integer>
- Set shadows blob state.|only= | |
 Warning:Never set 0, otherwise game will crash with this message.
Warning:Never set 0, otherwise game will crash with this message.- SetShadowsFromLocalLightsEnabled  <integer> (in all games since  ) (also in ) (also in   ) )
- Set local light shadows enabled state.
 Note:This input may not be available in some FGDs. Note:This input may not be available in some FGDs.


























