Class Light
Base class for all light types.
Namespace: FlaxEngine
Assembly: FlaxEngine.CSharp.dll
Syntax
[Unmanaged]
public abstract class Light : Actor, ISerializable
Constructors
Light()
Properties
Brightness
Brightness of the light
Declaration
[EditorOrder(30)]
[EditorDisplay("Light", null)]
[Limit(0F, 1E+08F, 0.1F)]
[Unmanaged]
public float Brightness { get; set; }
Property Value
System.Single
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CastVolumetricShadow
Toggles whether or not to cast a volumetric shadow for lights contributing to Volumetric Fog. Also shadows casting by this light should be enabled in order to make it cast volumetric fog shadow.
Declaration
[EditorOrder(120)]
[EditorDisplay("Volumetric Fog", "Cast Shadow")]
[Unmanaged]
public bool CastVolumetricShadow { get; set; }
Property Value
System.Boolean
|
Color
Color of the light
Declaration
[EditorOrder(20)]
[EditorDisplay("Light", null)]
[Unmanaged]
public Color Color { get; set; }
Property Value
Color
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IndirectLightingIntensity
Controls how much this light will contribute indirect lighting. When set to 0, there is no GI from the light. The default value is 1.
Declaration
[EditorOrder(40)]
[Limit(0F, 100F, 0.1F)]
[EditorDisplay("Light", "Indirect Lighting Intensity")]
[Unmanaged]
public float IndirectLightingIntensity { get; set; }
Property Value
System.Single
|
ViewDistance
Controls light visibility range. The distance at which the light becomes completely faded (blend happens on the last 10% of that range). Use a value of 0 to always draw light.
Declaration
[EditorOrder(35)]
[Limit(0F, 3.40282347E+38F, 10F)]
[EditorDisplay("Light", null)]
[Unmanaged]
public float ViewDistance { get; set; }
Property Value
System.Single
|
VolumetricScatteringIntensity
Controls how much this light will contribute to the Volumetric Fog. When set to 0, there is no contribution.
Declaration
[EditorOrder(110)]
[Limit(0F, 100F, 0.01F)]
[EditorDisplay("Volumetric Fog", "Scattering Intensity")]
[Unmanaged]
public float VolumetricScatteringIntensity { get; set; }
Property Value
System.Single
|