Env cascade light

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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 cascade shadow maps, 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.

Icon-Bug.pngBug:In Insurgency, you must compile your map with HDR, otherwise shadows will be very faint.  [todo tested in ?]
Icon-Bug.pngBug:In Insurgency, Lightstyles will break when this entity exists.  [todo tested in ?]
Note.pngNote:It is recommended to have a light_environment in your map as well to create lightmap based lighting, which is not done by this entity.
Todo: Update for Black Mesa: Source. Keyvalues etc may be missing.

Counter-Strike: Global Offensive Represented by class CCascadeLight.

Keyvalues

Light Color (color) ([todo internal name (i)]) <color255>
This is the color of the sunlight.
Max shadow distance (maxshadowdistance) ([todo internal name (i)]) <float>
Maximum dynamic shadow distance. Higher values are slower, default on PC is 400 units.
Use light_environment's angles (uselightenvangles) ([todo internal name (i)]) <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.
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.

EnableDisable:

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


Outputs