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    Class DirectionalLight

    Directional light emits light from direction in space.

    Inheritance
    System.Object
    Object
    SceneObject
    Actor
    Light
    LightWithShadow
    DirectionalLight
    Implements
    ISerializable
    Inherited Members
    LightWithShadow.InvalidateShadow()
    LightWithShadow.MinRoughness
    LightWithShadow.ShadowsDistance
    LightWithShadow.ShadowsFadeDistance
    LightWithShadow.ShadowsSharpness
    LightWithShadow.ShadowsStrength
    LightWithShadow.ShadowsDepthBias
    LightWithShadow.ShadowsNormalOffsetScale
    LightWithShadow.ContactShadowsLength
    LightWithShadow.ShadowsUpdateRate
    LightWithShadow.ShadowsUpdateRateAtDistance
    LightWithShadow.ShadowsResolution
    LightWithShadow.ShadowsMode
    Light.Color
    Light.Brightness
    Light.ViewDistance
    Light.IndirectLightingIntensity
    Light.VolumetricScatteringIntensity
    Light.CastVolumetricShadow
    Actor.SetLayerRecursive(Int32)
    Actor.SetLayerNameRecursive(String)
    Actor.HasTag()
    Actor.HasTag(Tag)
    Actor.HasTag(String)
    Actor.AddTag(Tag)
    Actor.AddTagRecursive(Tag)
    Actor.RemoveTag(Tag)
    Actor.SetParent(Actor, Boolean, Boolean)
    Actor.GetChild(Int32)
    Actor.GetChild(String)
    Actor.GetChild(Type)
    Actor.GetChildren(Type)
    Actor.DestroyChildren(Single)
    Actor.GetScript(Int32)
    Actor.GetScript(Type)
    Actor.GetScripts(Type)
    Actor.AddMovement(Vector3)
    Actor.AddMovement(Vector3, Quaternion)
    Actor.GetWorldToLocalMatrix(Matrix)
    Actor.GetLocalToWorldMatrix(Matrix)
    Actor.OnDebugDraw()
    Actor.OnDebugDrawSelected()
    Actor.GetPrefabRoot()
    Actor.FindActor(String)
    Actor.FindActor(Type, Boolean)
    Actor.FindActor(Type, String)
    Actor.FindActor(Type, Tag, Boolean)
    Actor.FindScript(Type)
    Actor.HasActorInHierarchy(Actor)
    Actor.HasActorInChildren(Actor)
    Actor.IntersectsItself(Ray, Single, Vector3)
    Actor.Intersects(Ray, Single, Vector3)
    Actor.LookAt(Vector3)
    Actor.LookAt(Vector3, Vector3)
    Actor.LookingAt(Vector3)
    Actor.LookingAt(Vector3, Vector3)
    Actor.ToBytes(Actor[])
    Actor.FromBytes(Byte[])
    Actor.FromBytes(Byte[], Dictionary<Guid, Guid>)
    Actor.TryGetSerializedObjectsIds(Byte[])
    Actor.ToJson()
    Actor.FromJson(String)
    Actor.Clone()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.OnParentChanged()
    Actor.OnTransformChanged()
    Actor.OnActiveChanged()
    Actor.OnActiveInTreeChanged()
    Actor.OnOrderInParentChanged()
    Actor.OnStaticFlagsChanged()
    Actor.OnLayerChanged()
    Actor.OnBeginPlay()
    Actor.OnEndPlay()
    Actor.AddStaticFlags(StaticFlags)
    Actor.RemoveStaticFlags(StaticFlags)
    Actor.SetStaticFlag(StaticFlags, Boolean)
    Actor.HasStaticFlag(StaticFlags)
    Actor.ResetLocalTransform()
    Actor.AddChild(Type)
    Actor.AddChild<T>()
    Actor.GetChild<T>()
    Actor.TryGetChild<T>(T)
    Actor.GetOrAddChild<T>()
    Actor.AddScript(Type)
    Actor.AddScript<T>()
    Actor.GetScript<T>()
    Actor.TryGetScript<T>(T)
    Actor.FindScript<T>()
    Actor.FindActor<T>(Boolean)
    Actor.FindActor<T>(String)
    Actor.FindActor<T>(Tag, Boolean)
    Actor.GetChildren<T>()
    Actor.GetScripts<T>()
    Actor.RotateAround(Vector3, Vector3, Single, Boolean)
    Actor.ToString()
    Actor.Children
    Actor.Tags
    Actor.Layer
    Actor.Name
    Actor.IsActive
    Actor.StaticFlags
    Actor.PerInstanceRandom
    Actor.LocalPosition
    Actor.LocalOrientation
    Actor.LocalScale
    Actor.Sphere
    Actor.Box
    Actor.BoxWithChildren
    Actor.EditorBox
    Actor.EditorBoxChildren
    Actor.HasContentLoaded
    Actor.IsPrefabRoot
    Actor.IsStatic
    Actor.IsTransformStatic
    Actor.WorldToLocalMatrix
    Actor.LocalToWorldMatrix
    SceneObject.SetParent(Actor, Boolean)
    SceneObject.LinkPrefab(Guid, Guid)
    SceneObject.BreakPrefabLink()
    SceneObject.GetNamePath(Char)
    SceneObject.IsDuringPlay
    SceneObject.HasParent
    SceneObject.HasPrefabLink
    SceneObject.PrefabID
    SceneObject.PrefabObjectID
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [ActorContextMenu("New/Lights/Directional Light")]
    [ActorToolbox("Lights")]
    [Unmanaged]
    public class DirectionalLight : LightWithShadow, ISerializable

    Constructors

    DirectionalLight()

    Initializes a new instance of the DirectionalLight.

    Declaration
    public DirectionalLight()

    Properties

    Cascade1Spacing

    Percentage of the shadow distance used by the first cascade.

    Declaration
    [EditorOrder(66)]
    [VisibleIf("ShowCascade1", false)]
    [Limit(0F, 1F, 0.001F)]
    [EditorDisplay("Shadow", null)]
    [Unmanaged]
    public float Cascade1Spacing { get; set; }
    Property Value
    System.Single

    Cascade2Spacing

    Percentage of the shadow distance used by the second cascade.

    Declaration
    [EditorOrder(67)]
    [VisibleIf("ShowCascade2", false)]
    [Limit(0F, 1F, 0.001F)]
    [EditorDisplay("Shadow", null)]
    [Unmanaged]
    public float Cascade2Spacing { get; set; }
    Property Value
    System.Single

    Cascade3Spacing

    Percentage of the shadow distance used by the third cascade.

    Declaration
    [EditorOrder(68)]
    [VisibleIf("ShowCascade3", false)]
    [Limit(0F, 1F, 0.001F)]
    [EditorDisplay("Shadow", null)]
    [Unmanaged]
    public float Cascade3Spacing { get; set; }
    Property Value
    System.Single

    Cascade4Spacing

    Percentage of the shadow distance used by the fourth cascade.

    Declaration
    [EditorOrder(69)]
    [VisibleIf("ShowCascade4", false)]
    [Limit(0F, 1F, 0.001F)]
    [EditorDisplay("Shadow", null)]
    [Unmanaged]
    public float Cascade4Spacing { get; set; }
    Property Value
    System.Single

    CascadeCount

    The number of cascades used for slicing the range of depth covered by the light during shadow rendering. Values are 1, 2 or 4 cascades; a typical scene uses 4 cascades.

    Declaration
    [EditorOrder(65)]
    [Limit(1F, 4F, 1F)]
    [EditorDisplay("Shadow", null)]
    [Unmanaged]
    public int CascadeCount { get; set; }
    Property Value
    System.Int32

    PartitionMode

    The partitioning mode for the shadow cascades.

    Declaration
    [EditorOrder(64)]
    [EditorDisplay("Shadow", null)]
    [Unmanaged]
    public PartitionMode PartitionMode { get; set; }
    Property Value
    PartitionMode

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
    In This Article
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