Template:KV Source 2 Light

From Valve Developer Community
Jump to: navigation, search

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.
Light Appearances
Literal Value Description Sequence Preview
0 Normal m Sequence 0.gif
10 Fluorescent flicker mmamammmmammamamaaamammma Sequence 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Sequence 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Sequence 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Sequence 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Sequence 1.gif
6 Flicker B nmonqnmomnmomomno Sequence 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Sequence 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Sequence 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Sequence 8.gif
4 Fast strobe mamamamamama Sequence 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Sequence 9.gif
12 !FGD Underwater light mutation mmnnmmnnnmmnn Sequence 12.gif
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 To do: possibly deprecated
Enabled (indirectlight) <choices>
How indirect lighting should be represented.
  • 0: None
  • 1: Baked