API ReferenceSandbox
SceneLightclass
Base class for light scene objects for use with a `Sandbox.SceneWorld`.
Constructors2
Showing 2 constructors
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Properties17
Showing 17 properties
public float Sandbox.SceneLight.ConstantAttenuation { get; set; }
The light attenuation constant term
Returns:
float—public Sandbox.SceneLight.FogLightingMode Sandbox.SceneLight.FogLighting { get; set; }
public float Sandbox.SceneLight.FogStrength { get; set; }
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float—public Color Sandbox.SceneLight.LightColor { get; set; }
Color and brightness of the light
public Sandbox.Texture Sandbox.SceneLight.LightCookie { get; set; }
Access the LightCookie - which is a texture that gets drawn over the light
public float Sandbox.SceneLight.LinearAttenuation { get; set; }
The light attenuation linear term
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float—public float Sandbox.SceneLight.QuadraticAttenuation { get; set; }
The light attenuation quadratic term
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float—public float Sandbox.SceneLight.Radius { get; set; }
Radius of the light in units
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float—public bool Sandbox.SceneLight.RenderDiffuse { get; set; }
Should this light contribute diffuse lighting?
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bool—public bool Sandbox.SceneLight.RenderSpecular { get; set; }
Should this light contribute specular highlights?
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bool—public bool Sandbox.SceneLight.RenderTransmissive { get; set; }
Should this light contribute transmissive lighting (light passing through surfaces)?
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bool—public float Sandbox.SceneLight.ShadowBias { get; set; }
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float—public float Sandbox.SceneLight.ShadowHardness { get; set; }
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float—public bool Sandbox.SceneLight.ShadowsEnabled { get; set; }
Enable or disable shadow rendering
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bool—public int Sandbox.SceneLight.ShadowTextureResolution { get; set; }
Get or set the resolution of the shadow map. If this is zero the engine will decide what it should use.
Returns:
int—public Sandbox.SceneLight.LightShape Sandbox.SceneLight.Shape { get; set; }
public Vector2 Sandbox.SceneLight.ShapeSize { get; set; }
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