Render Deferred Light

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Render Deferred Light
Deferred Light Render type treats each particle as a light source. If the particle has no other renderers, it will not show visually in the editor, but can be seen in-game as a light source. Currently, these deferred lights do not support shadowing.




Generic Operator Options

Generic Render Operator Visibility Options

radius scale [float]
This scale will be applied to the radius of the particle for the light radius. Useful when you have a sprite render type where you wish to have a larger/smaller light casting radius than that of the sprite.
alpha scale [float]
This scale will be applied to the alpha of the particle for the light brightness. Allows the brightness to go over 255 alpha. Also allows independent control of brightness/alpha from any sprite/model/etc. that might also be rendered for the particle.
light start falloff [float]
Determines the falloff of the light over the radius. 1.0 would be zero falloff over the radius, while lower numbers will create a more natural falloff effect.
spotlight distance [float]
If the light is a spotlight, this determines the length of the spotlight cast.
spotlight distance falloff [float]
Light radial falloff, this determines the falloff over the length of the spotlight cast.
spotlight FoV [float]
This setting determines the cone or Field of View of the spotlight
color scale [Color]
Like Radius and Alpha scales, this scales the color of the light from the normal particle color. Allows for altering the light color to match or be different from other render types that might be using the main particle color.
projected texture light [bool]
If set, this will use the particle systems material as a mask for projection into the world. This allows the light to create interesting shapes and patterns based on the texture.
projected texture use alpha test window [bool]
If set, this will treat the alpha in the material as a range of values that will be used. This range can have a width in alpha value and a current point within the value. For example, if you wanted to have a 8 alpha wide window and the point was at 128, then all pixels with an alpha value between 124 and 132 would be drawn, with a certain sharpness to the falloff of that range. If the point was moved or the range widened/narrowed, the displayed RGB would change based on what pixels fell within the current range.
projected texture alpha test point scale field [particle scalar field]
Used with Projected Texture Alpha Testing - determines what field is the current alpha test point for that particle.
projected texture alpha test range scale field [particle scalar field]
Used with Projected Texture Alpha Testing - determines what field is the current alpha test range for that particle.
projected texture alpha test sharpness scale field [particle scalar field]
Used with Projected Texture Alpha Testing - determines what field is the current alpha test sharpness for that particle.