Template:KV Source 2 Light
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.
Lightstyle presets
(epilepsy warning)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 !FGD Underwater light mutation mmnnmmnnnmmnn
- 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)
- Enabled
(directlight)
<choices> - How direct lighting should be represented.
- 0: None
- 1: Baked
- 2: Per-Pixel
- 3: Mixed Todo: possibly deprecated
- Enabled
(indirectlight)
<choices> - How indirect lighting should be represented.
- 0: None
- 1: Baked