Difference between revisions of "Env cascade light"

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(Entity description)
(Fixed entity name title. Added important info.)
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{{csgo point|env_cascade_lighting}}  
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{{csgo point|env_cascade_light}}  
  
 
==Entity description==
 
==Entity description==
 
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 [http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx cascade shadow maps] which works by rendering shadow maps at scaling  resolutions based on the players initial camera vector from the center of a spatial grid. These shadow maps are then stitched together, with the the accuracy and quality of the shadow maps scaling lower the further they are away from the player, thus trading accuracy for performance.
 
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 [http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx cascade shadow maps] which works by rendering shadow maps at scaling  resolutions based on the players initial camera vector from the center of a spatial grid. These shadow maps are then stitched together, with the the accuracy and quality of the shadow maps scaling lower the further they are away from the player, thus trading accuracy for performance.
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The game automatically adds this entity to a map. But it can be placed manually to allow for it to be manipulated or killed to allow such things as dynamic lighting.
  
 
{{note| It is recommended to have a [[light_environment]] in your map to create radiosity based lighting, as this ent does not bake radiosity and only creates a real-time shadow map}}
 
{{note| It is recommended to have a [[light_environment]] in your map to create radiosity based lighting, as this ent does not bake radiosity and only creates a real-time shadow map}}

Revision as of 15:19, 18 May 2016

<Counter-Strike: Global Offensive> env_cascade_light is a point entity available in Counter-Strike: Global Offensive.

Entity description

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 shadow maps at scaling resolutions based on the players initial camera vector from the center of a spatial grid. These shadow maps are then stitched together, with the the accuracy and quality of the shadow maps scaling lower the further they are away from the player, thus trading accuracy for performance.

The game automatically adds this entity to a map. But it can be placed manually to allow for it to be manipulated or killed to allow such things as dynamic lighting.

Note.png Note:  It is recommended to have a light_environment in your map to create radiosity based lighting, as this ent does not bake radiosity and only creates a real-time shadow map
Bug.png Bug: This entity is currently broken and does not project light through $alphatest or invisible textures. This is most noticeable in ar_baggage, where the windows no longer have light passing through.
Note.png Note:  This bug appears to have been fixed as of 12/07/2015
Bug.png Bug:  HDR must be enabled to activate cascade lighting.

Keyvalues

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Light Color <color255>
This is the color of the sunlight.
Max shadow distance <boolean>
Maximum dynamic shadow distance. Higher values are slower, default on PC is 400 units.
Use light_environment's angles <float>
If true, the CSM shadow angles are automatically harvested from the light_environment's angles. If false, this entity's angles are used.

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetAngles <string>
Set the shadow direction.
LightColor <color255>
This is the color of the sunlight.

Outputs

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.