light_omni
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light_omni is a point entity available in
SteamVR Home,
Half-Life: Alyx, and
Counter-Strike 2.
It creates an invisible point light source that can cast both real-time and baked light in all directions.
In
SteamVR Home, the real-time component does not cast any shadows, and the number of simultaneously rendered real-time lights are limited to 16.
Keyvalues
Todo: Add any new keyvalues from HL:A.
Todo: Add any new keyvalues from
Counter-Strike 2 .
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Source 2 Light:
- Enabled (enabled) <boolean>
- Sets the initial on/off state of the light.
- Color (color) <color255>
- The RGB color of the light.
- Brightness (brightness) <float>
- The brightness of the light. The value can be increased over 1.0
- Range (range) <float>
- Distance range for light. 0 : infinite.
- Cast Shadows (castshadows) <choices>
- Whether this light casts shadow.
- 0: No
- 1: Yes
- 2: Baked Only
- Shadow Near Clip Plane (nearclipplane) <float>
- Distance in game units for near clip plane for shadow map.
- Appearance (style) <choices>
- Various Custom Appearance presets.
| Literal Value | Description | Sequence | Preview |
|---|---|---|---|
| 0 | Normal | m | |
| 10 | Fluorescent flicker | mmamammmmammamamaaamammma | |
| 2 | Slow, strong pulse | abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba | |
| 11 | Slow pulse, noblack | abcdefghijklmnopqrrqponmlkjihgfedcba | |
| 5 | Gentle pulse | jklmnopqrstuvwxyzyxwvutsrqponmlkj | |
| 1 | Flicker A | mmnmmommommnonmmonqnmmo | |
| 6 | Flicker B | nmonqnmomnmomomno | |
| 3 | Candle A | mmmmmaaaaammmmmaaaaaabcdefgabcdefg | |
| 7 | Candle B | mmmaaaabcdefgmmmmaaaammmaamm | |
| 8 | Candle C | mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa | |
| 4 | Fast strobe | mamamamamama | |
| 9 | Slow strobe | aaaaaaaazzzzzzzz | |
| 12 | Underwater light mutation | mmnnmmnnnmmnn | |
| 63 !FGD | Testing (Off) | a |
- Custom Appearance (pattern) <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) <float>
- Distance at which the light starts to fade (<0 : use fademaxdist).
- End Fade Dist (fademaxdist) <float>
- Maximum distance at which the light is visible (0 : don't fade out).
- Render to Cubemaps (rendertocubemaps) <boolean>
- If true, this geometry renders into baked cube maps
- Priority (priority) <integer>
- When the number of visible lights exceeds the rendering budget, higher priority lights are chosen for rendering first.
- Indirect Light Multiplier (bouncescale) <float>
- Multiplies the brightness of light bouncing of surfaces.
- Render Diffuse (renderdiffuse) <boolean>
- Toggles baking and rendering of diffuse lighting (per-pixel, lightmaps,light probe volumes and bounced light on cubemaps).
- Render Specular (renderspecular) <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)
- Direct Lighting (directlight) <choices>
- How direct lighting should be represented.
- 0: None
- 1: Baked
- 2: Per-Pixel
- 3: Mixed (removed since
)
- Indirect Lighting (indirectlight) <choices>
- How indirect lighting should be represented.
- 0: None
- 1: Baked
Source 2 Light Attenuation:
- Linear Attenuation (attenuation1) <float>
- Quadratic Attenuation (attenuation2) <float>
- Light Source Radius (enabled) <float>
- The radius of the light source in game units.
Inputs
Source 2 Light:
- SetLightEnabled <integer>
- Sets whether the light is enabled (takes parameter of 0 or 1)
- TurnOn
- Turn the light on.
- TurnOff
- The the light off.
- Toggle
- Toggle the light's current state.
- SetLightColor <vector>
- Set light color.
- SetLightBrightness <float>
- Set light brightness.
- SetAppearance <integer>
- Set appearance 0: Normal 1: Flicker A, 2: Slow, strong pulse 3: Candle A ...
- SetCustomAppearance <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.
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Outputs
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See also
- Basic Lighting
- Adding Lighting
- light_omni2 (only in
)
Categories:
- Point entities
- Non-internal SteamVR Home entities
- SteamVR Home entities
- SteamVR Home point entities
- Non-internal Half-Life: Alyx entities
- Half-Life: Alyx entities
- Half-Life: Alyx point entities
- Non-internal Counter-Strike 2 entities
- Counter-Strike 2 entities
- Counter-Strike 2 point entities
- Non-internal Source 2 base entities
- Source 2 base entities
- Source 2 base point entities
- Lighting