Template:KV Source 2 Light

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Revision as of 09:58, 24 October 2023 by ColaCat (talk | contribs) (new keyvalues from CS2)
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Source 2 Light:
Enabled (enabled) ([todo internal name (i)]) <boolean>
Sets the initial on/off state of the light.
Color (color) ([todo internal name (i)]) <color255>
The RGB color of the light.
Color Mode (colormode) ([todo internal name (i)]) <choices> (only in Counter-Strike 2)
How to calculate the light's color.
  • 0: Color
  • 1: Color Temperature
Color Temperature (colortemperature) ([todo internal name (i)]) <float> (only in Counter-Strike 2)
Lumens (brightness_lumens) ([todo internal name (i)]) <float> (only in Counter-Strike 2)
Total amount of visible light energy emitted, in lumens. The default omni-directional light is calibrated at 1000 lumens, typical for a 60 Watt incandescent bulb.
Brightness (brightness) ([todo internal name (i)]) <float>
The brightness of the light. The value can be increased over 1.0
Range (range) ([todo internal name (i)]) <float>
Distance range for light. 0 : infinite.
Cast Shadows (castshadows) ([todo internal name (i)]) <choices>
Whether this light casts shadow.
  • 0: No
  • 1: Yes
  • 2: Baked Only
Shadow Near Clip Plane (nearclipplane) ([todo internal name (i)]) <float>
Distance in game units for near clip plane for shadow map.
Appearance (style) ([todo internal name (i)]) <choices>
Various Custom Appearance presets.

Template:Light appearances

Custom Appearance (pattern) ([todo internal name (i)]) <string>
Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.
Start Fade Dist (fademindist) ([todo internal name (i)]) <float>
Distance at which the light starts to fade (<0 : use fademaxdist).
End Fade Dist (fademaxdist) ([todo internal name (i)]) <float>
Maximum distance at which the light is visible (0 : don't fade out).
Render to Cubemaps (rendertocubemaps) ([todo internal name (i)]) <boolean>
If true, this geometry renders into baked cube maps
Priority (priority) ([todo internal name (i)]) <integer>
When the number of visible lights exceeds the rendering budget, higher priority lights are chosen for rendering first.


Indirect Light Multiplier (bouncescale) ([todo internal name (i)]) <float>
Multiplies the brightness of light bouncing of surfaces.
Render Diffuse (renderdiffuse) ([todo internal name (i)]) <boolean>
Toggles baking and rendering of diffuse lighting (per-pixel, lightmaps,light probe volumes and bounced light on cubemaps).
Render Specular (renderspecular) ([todo internal name (i)]) <choices>
Controls rendering of direct specular highlights. This applies a bright sphere effect to reflections.
  • 0: Off
  • 1: On - Render in real-time.
  • 2: Bake into cubemaps (Source 1 behavior)
Enabled (directlight) ([todo internal name (i)]) <choices>
How direct lighting should be represented.
  • 0: None
  • 1: Baked
  • 2: Per-Pixel
  • 3: Mixed
    Todo: possibly deprecated
Enabled (indirectlight) ([todo internal name (i)]) <choices>
How indirect lighting should be represented.
  • 0: None
  • 1: Baked