NewLight Point
Template:BMS point It creates deferred rendering lighting.
Keyvalues
- Enabled (Enabled) <choices>
- Enable/Disable this Entity.
Determines if the light is off at level start.
- 0: Enabled
- 1: Disabled
- Appearance (FlareStyle) <choices>
- Template:Light appearances
- Light Color (LightColor) <color255>
- This is the color of the sunlight.
Determines color of light.
- Light Ambient Color (LightColorAmbient) <color255>
- This is the ambient color of the sunlight.
Determines color of shadows that light source creates.
- Light Intensity (Intensity) <float>
- RGB * Intensity.
Brightness of light.
- SpecularMultiplier (SpecMultiplier) <float>
- 0 to 1 RGB * Intensity * SpecularMultiplier.
Brightness of specular shader from this light source.
- Range (Range) <float>
- Range.
How far light source illuminates.
- Light Type (LightType) <choices>
- 0:Static 1:Stationary 2:Dynamic.
Determines light type. Static - shadows are cast only by static part of world, prop_static and geometry, lighting does not update if it have parent (use if part that lighting your ligth source is always static and never changing). Stationary - shadows are cast by static part and dynamic part of world, lighting does not update if it have parent. Dynamic - shadows are cast by static part and dynamic part of world, lighting updating if it have parent (quite expensive, use only for moving light source).
- 0: Static
- 1: Stationary
- 2: Dynamic
- HasShadow (HasShadow) <choices>
- Do You want this light to have shadows ?
Determines whether light source will cast shadows. Pay attention that default choices is No.
- 0: No
- 1: Yes
- ShadowMapLOD (ShadowLod) <choices>
- Resolution of ShadowMap used by this light.
Determines quality of shadows. 1024 is very expensive, use it only in places where it's really needed, in most cases 512 is good alternative. Use 256 there you want to see blurry shadows, it's also most cheap.
- 0: 256
- 1: 512
- 2: 1024
- ShadowFaceX (ShadowFaceX) <choices>
- Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
- 0: Enabled
- 1: Disabled
- ShadowFaceX_Minus (ShadowFaceX_Minus) <choices>
- Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
- 0: Enabled
- 1: Disabled
- ShadowFaceY (ShadowFaceY) <choices>
- Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
- 0: Enabled
- 1: Disabled
- ShadowFaceY_Minus (ShadowFaceY_Minus) <choices>
- Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
- 0: Enabled
- 1: Disabled
- ShadowFaceZ (ShadowFaceXZchoices) <[[Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
- 0: Enabled
- 1: Disabled|Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
- 0: Enabled
- 1: Disabled]]>
- ShadowFaceZ_Minus (ShadowFaceZ_Minus) <choices>
- Shadow Enabled for this Face ?
Determines whether the given side lighting will display shadows.
- 0: Enabled
- 1: Disabled
- NearZ (NearZ) <float>
- NearZ used by shadowmap camera for this light.
Determines distance at which light source will cast shadows.
- DepthBias (DepthBias) <float>
- DepthBias - Offset added to depth values in shadowmaps.
- SlopeDepthBias (SlopeDepthBias) <float>
- Slope Depth Bias - For surfaces having aliasing due to steep angles with light.
- NormalBias (NormalBias) <float>
- While rendering objects into shadow maps each vertex will be moved along -ve Normal direction, giving it an appearance of shrinking while rendering to shadow maps. this property determines the amount of Units to be moved. Helps with shadow aliasing.
- ShadowRadius (ShadowRadius) <float>
- Radius of shadow edges for soft shadows. If its value is negetive 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.
Determines distance at which light source will not cast shadows.}}
- Enable Texture Light (bTexLight) <choices>
- Enable Texture Ligh.
Determines whether the given light source use texture instead of lighting. With NewLight_Point technically works like a cube, greate example is batteris that use lights/lightcookie_battery.vtf.
- 0: Disabled
- 1: Enabled
- Texture name for TexLight (texName) <string>
- Texture name for TexLight.
Determines which texture will use ligth source. It use .vtf files, not .vmt.
- .Enable Prop Only Mode (bNegLight) <choices>
- Enable Prop Only Mode.
Determines whether light source will only illuminate models.
- 0: Disabled
- 1: Enabled
- LightnGodRayMode (LightnGodRayMode) <choices>
- Light 1:Godrays 2:Both Light and GodRays.
Determines whether light source will cast light, godrays, or both.
- 0: Light
- 1: Godrays
- 2: Both Light and GodRays
- EnableGodRays (EnableGodRays) <choices>
- EnableGodRays.
Determines whether godrays enabled or not.
- 0: Disabled
- 1: Enabled
- Density (Density) <float>
- Density Controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good value range is 0.5 to 1.5.
- Weight (Weight) <float>
- Weight Controls the intensity of volumetric shadow. Blocking of rays by geometry. good values 0.1 - 10.0.
- Decay (Decay) <float>
- Decay NOT being used.
- Exposure (Exposure) <float>
- Exposure Controls the intensity of Rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0 - 10.0.
- DistFactor (DistFactor) <float>
- DistFactor Controls the falloff of rays / length. 1.0f is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
- DiskRadius (DiskRadius) <float>
- Radius of Disk/circle of sun in texturespace. 1.0 will be full screen 0.5 is half screen etc.
0 - will not render.
- ColorInner (ColorInner) <color255>
- This is the color of the inner circle.
- ColorRays (ColorRays) <color255>
- This is the color of the rays.
- GodRaysType (GodRaysType) <choices>
- GodRaysType.
- 0: Normal
- 1: Fancy
- DiskInnerSizePercent (DiskInnerSizePercent) <float>
- ColorOuter (ColorOuter) <color255>
- Used only in Fancy Mode. This is the color of the outer circle.
- Ell_FR_ConstA (Ell_FR_ConstA) <float>
- Ell_FR_ConstB (Ell_FR_ConstB) <float>
- EEll_SR_ConstA (EEll_SR_ConstA) <float>
- EEll_SR_ConstB (EEll_SR_ConstB) <float>
- Ell_RRF_ConstA (Ell_RRF_ConstA) <float>
- Ell_RRF_ConstB (Ell_RRF_ConstB) <float>
- RotSpeed (RotSpeed) <float>
- RenderInWorldSpace (m_bEnableWorldSpace) <choices>
- 0: Disabled
- 1: Enabled
- m_fAlphaDiskInner (m_fAlphaDiskInner) <float>
- m_fAlphaDiskOuter (m_fAlphaDiskOuter) <float>
- UseToneMapRays (m_bUseToneMapRays) <choices>
- 0: Enabled
- 1: Disabled
- UseToneMapDisk (m_bUseToneMapDisk) <choices>
- 0: Enabled
- 1: Disabled
- ShadowPass_Brush (m_bSRO_Brush) <choices>
- Do we want to Render Brushes in shadow passes for this light?
- 0: YES
- 1: NO
- ShadowPass_StaticProp (m_bSRO_StaticProp) <choices>
- Do we want to Render StaticProps in shadow passes for this light?
- 0: YES
- 1: NO
- ShadowPass_DynProp (m_bSRO_DynProp) <choices>
- Do we want to Render Dynamic Props in shadow passes for this light?
- 0: YES
- 1: NO
- ShadowPass_AlphaTest (m_bSRO__Trans) <choices>
- Do we want to Render AlphaTested Objects in shadow passes for this light?
- 0: YES
- 1: NO
Inputs
- SetColorLight
- <color255>. Change Light's Color value. Doesnt effect the godrays
- SetIntensityForLight
- <float>. Change Light's intensity value. Doesnt effect the godrays
- TurnOnGodRays
- Turn the Godrays on.
- TurnOffGodRays
- Turn the Godrays off.
- TurnOn
- Turn the light on.
- TurnOff
- The the light off.
- Toggle
- Toggle the light's current state.
- SetPattern <string >
- Set a custom pattern of light brightness for this light. If the Light is off, then this input appears to turn it on.
- FadeToPattern <string >
- Fades from first value in old pattern, to first value in the new given pattern. If the Light is off, then this input appears to turn it on.
Outputs
See Also
- light_spot
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Effect flags (dynamic light effects)
- Tool textures (for Block light)
- $reflectivity (controlling reflected light off surfaces)