Template:KV BmNewLightShadowMain
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- Light Type (LightType) <choices>
- Type of the light. This affects the behavior of the light source with parent, enable/disable dynamic models in shadowmaps, enable/disable static shadowmaps.
- 0: Static - used only static shadowmaps, this means that shadows are cast only by static objects (prop_static, geometry, etc). Cannot move with parent.
Important:Brush entities and bmodels are also included in static shadowmaps and they never update (including func_physbox).
Note:Static shadowmaps will update after save reload (only once).
- 1: Stationary - the same as Static, but with dynamic shadows for dynamic models.
- 2: Dynamic - lighting don't use static shadowmaps at all. It uses dynamic shadows for static objects and dynamic models. This type also can move with parent. This type is expensive, usually used for moving lights, but also can be used if you're getting issues due to static shadowmaps.
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- HasShadow (HasShadow) <choices>
- Sets shadows state for the light, enabled or disabled. Remember that default choices is No.
- 0: No
- 1: Yes
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- ShadowMapLOD (ShadowLod) <choices>
- Resolution of shadowmap used by this light. This affects the quality of the shadows.
- 0: 256
- 1: 512
- 2: 1024

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Todo: Update the images (the screenshots was taken when the game was using old shadow filtering).
- ShadowRadius (ShadowRadius) <float>
- Radius of shadow edges for soft shadows. If its value is negative, code will auto assign a value depending on ShadowLod. These code based values can be adjusted via convars nr_shadow_rad_High, nr_shadow_rad_Med and nr_shadow_rad_Low.
Todo: Update the images (the screenshots was taken when the game was using old shadow filtering).
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- NearZ (NearZ) <float>
- NearZ used by shadowmap camera for this light. This is the distance at which the light source will start cast shadows.