shadow_control
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
Bug:At least in
Counter-Strike: Source, if the current map does not have this entity, shadow properties (angles and distance) will transfer from previous map that had shadow_control. Confirm in other games.
In at least
Day of Defeat: Source, if the current map and no previous maps have contained this entity, shadow color will be inherited from light_environment's _ambient KV. [todo tested in ?]
Important:This is a preserved entity in 






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.
Note:The properties of this entity apply to the whole map. Multiple instances of this entity within a map may cause errors.
Note:

shadow_control
is a point entity available in all Source games.
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CShadowControl |
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It defines the direction, color and attenuation distance of all dynamic shadows created for the entire map.
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
In at least










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- On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
- Parenting this with non preserved entities may have undesirable effects.
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- Since
Left 4 Dead, shadow direction can be determined by local lights instead of a global value. See below for more details.
- Deprecated in
Counter-Strike: Global Offensive. Use
env_cascade_light
instead - In
Black Mesa shadows are disabled by default. Also shadows always use lowest shadows detail setting, so that they look like a darkening under models, due to this they do not stand out against background of dynamic light sources.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <angle>
- This is the shadow direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis.
Tip:Pitch is the sun's angle of elevation from the ground, and yaw is its compass bearing.
- Shadow Color (color) <color255>
- This is the color of the shadows.
- Maximum Distance (distance) <float>
- This is the maximum distance the shadow is allowed to cast, in inches.
Tip:Shortening this distance can be used to approximate the effects of diffuse lighting.
- All Shadows Disabled (disableallshadows) <choices>
- Disable shadows entirely.
- Enable Local Light Shadows (enableshadowsfromlocallights) <boolean> (in all games since
) (also in
)
- Enable shadow direction to be calculated on a per-entity basis and to be dictated by the light closest to the entity.
Note:This keyvalue may not be available in some FGDs.
Code:There is a custom version of this feature which could run on previous versions of Source. Click here for more information.
- Force Blob shadows (ForceBlobShadows) <choices> (only in
)
- Enable blobby shadows (same that you can see if use lowest shadow detail).
Warning:Never set to 0, otherwise game will crash on map launch.
Inputs
- color <color255>
- Set the shadow color.
- direction <vector>
- Set the shadow direction.
- SetDistance <float>
- Set the maximum shadow cast distance.
- SetAngles <string>
- Set the shadow direction.
- SetShadowsDisabled <integer>
- Set shadows disabled state.
- SetShadowsFromLocalLightsEnabled <integer> (in all games since
) (also in
)
- Set local light shadows enabled state.
Note:This input may not be available in some FGDs.
- SetForceBlobsEnabled <integer> (only in
)
- Set shadows blob state.