Sun
A global light affecting your entire scene and optionally renders a corona effect.
Orbit
Lighting
LinearColorF
Color shading applied to surfaces in direct contact with light source.
LinearColorF
Color shading applied to surfaces not in direct contact with light source, such as in the shadows or interiors.
float
Adjust the Sun's global contrast/intensity.
bool
Enables/disables shadows cast by objects due to Sun light.
Corona
bool
Enable or disable rendering of the corona sprite.
string
Texture for the corona sprite.
float
Controls size the corona sprite renders, specified as a fractional amount of the screen height.
LinearColorF
Modulates the corona sprite color ( if coronaUseLightColor is false ).
bool
Modulate the corona sprite color by the color of the light ( overrides coronaTint ).
Misc
float
Changes the size and intensity of the flare.
Advanced Lighting
Point3F
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
The type of shadow to use on this light.
filename
A custom pattern texture which is projected from the light.
int
The texture size of the shadow map.
Point4F
The ESM shadow darkening factor.
float
The distance from the camera to extend the PSSM shadow.
float
int
The logrithmic PSSM split distance factor.
float
The logrithmic PSSM split distance factor.
float
Start fading shadows out at this distance. 0 = auto calculate this distance.
bool
This toggles only terrain being rendered to the last split of a PSSM shadow map.
Advanced Lighting Lightmap
bool
This light is represented in lightmaps (static light, default: false)
LinearColorF
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
bool
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)
Public Static Attributes
bool
Disables rendering of all instances of this type.
bool
Disables selection of all instances of this type.
Public Functions
Detailed Description
A global light affecting your entire scene and optionally renders a corona effect.
Sun is both the directional and ambient light for your entire scene.
Orbit
float azimuth
The horizontal angle of the sun measured clockwise from the positive Y world axis.
float elevation
The elevation angle of the sun above or below the horizon.
Lighting
LinearColorF color
Color shading applied to surfaces in direct contact with light source.
LinearColorF ambient
Color shading applied to surfaces not in direct contact with light source, such as in the shadows or interiors.
float brightness
Adjust the Sun's global contrast/intensity.
bool castShadows
Enables/disables shadows cast by objects due to Sun light.
Corona
bool coronaEnabled
Enable or disable rendering of the corona sprite.
string coronaMaterial
Texture for the corona sprite.
float coronaScale
Controls size the corona sprite renders, specified as a fractional amount of the screen height.
LinearColorF coronaTint
Modulates the corona sprite color ( if coronaUseLightColor is false ).
bool coronaUseLightColor
Modulate the corona sprite color by the color of the light ( overrides coronaTint ).
Misc
LightFlareData flareType
Datablock for the flare produced by the Sun.
float flareScale
Changes the size and intensity of the flare.
Advanced Lighting
Point3F attenuationRatio
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
ShadowType shadowType
The type of shadow to use on this light.
filename cookie
A custom pattern texture which is projected from the light.
int texSize
The texture size of the shadow map.
Point4F overDarkFactor
The ESM shadow darkening factor.
float shadowDistance
The distance from the camera to extend the PSSM shadow.
float shadowSoftness
int numSplits
The logrithmic PSSM split distance factor.
float logWeight
The logrithmic PSSM split distance factor.
float fadeStartDistance
Start fading shadows out at this distance. 0 = auto calculate this distance.
bool lastSplitTerrainOnly
This toggles only terrain being rendered to the last split of a PSSM shadow map.
Advanced Lighting Lightmap
bool representedInLightmap
This light is represented in lightmaps (static light, default: false)
LinearColorF shadowDarkenColor
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
bool includeLightmappedGeometryInShadow
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)