env_cascade_light
(Redirected from Env cascade lighting)
env_cascade_light
is a point entity available in all Source games since
Counter-Strike: Global Offensive.
It is also available in Black Mesa.
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 Cascaded Shadow Maps, or CSM, 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.





light_environment
in your map as well to create lightmap based lighting, which is not done by this entity.





Represented by class
CCascadeLight
.
Contents
Keyvalues
- Light Color
(color)
<color255> - This is the color of the sunlight. For
, the color is automatically copied from the light_environment.
- Max shadow distance
(maxshadowdistance)
<float> - Maximum dynamic shadow distance. Higher values are slower, default on PC is 400 units.
- Use light_environment's angles
(uselightenvangles)
<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.
- LightRadius1
(LightRadius1)
to LightRadius3 <float> (only in)
- Used for controlling shadow softness in cascades 1, 2, and 3.
- Depthbias1
(Depthbias1)
to Depthbias3 <float> (only in)
- DepthBias for cascades 1, 2, and 3.
- Slopescaledepthbias1
(Slopescaledepthbias1)
to Slopescaledepthbias3 <float> (only in)
- Slope DepthBias for cascades 1, 2, and 3.
- ViewModelDepthbias
(ViewModelDepthbias)
<float> (only in)
- DepthBias for viewmodel cascade.
- ViewModelSlopescaledepthbias
(ViewModelSlopescaledepthbias)
<float> (only in)
- DepthBias for viewmodel cascade.
- CSM_Volume_Mode
(CSMVolumeMode)
<choices> (only in)
- Use Manual mode for better quality and performance. In near future Auto mode will be removed from the game.
- 0: Auto: Static cache will update once every 10 frames (approx) covering max shadow distance or whole map around player.
- 1: Manual : Static cache area coverage and updates are managed via CSM Volumes' I/O.
EnableDisable:
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parents
Tip:
phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(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.
Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns.
Note:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)
<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<integer> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since) (also in
)
- 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since) (also in
)
- Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since) !FGD
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Inputs
SetAngles
<string>- Sets the direction shadows cast in.
LightColor
<color255>- Changes color of the sunlight.
!FGDLightColorScale
- Deprecated. Boosts the color of the sunlight. Non-functional, only resets the Light Color.
SetCSMVolumeViaCSMVolumeEntity
<targetname> (only in)
- Set CSM Volume to CSM Volume Entity.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- 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) (also in
)
- 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:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since) !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.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See Also
light_environment
Shadow_control
env_sun
- Skybox Basics
- Skybox lighting
- Advanced Lighting
- Effect flags (dynamic light effects)
newLight_Dir
env_lensflare
newLight_Point
- BlackMesa XenEngine: Part3 – CSM 2.0 (page from Black Mesa developer about their own CSM implementation)