Sun¶
A global light affecting your entire scene and optionally renders a corona effect.
- Inherit:
- SceneObject
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.
Fields¶
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ColorF
Sun::ambient¶ Color shading applied to surfaces not in direct contact with light source, such as in the shadows or interiors.
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void
Sun::animate¶ animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )
-
void
Sun::apply¶
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Point3F
Sun::attenuationRatio¶ The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
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float
Sun::azimuth¶ The horizontal angle of the sun measured clockwise from the positive Y world axis.
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float
Sun::brightness¶ Adjust the Sun’s global contrast/intensity.
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bool
Sun::castShadows¶ Enables/disables shadows cast by objects due to Sun light.
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ColorF
Sun::color¶ Color shading applied to surfaces in direct contact with light source.
A custom pattern texture which is projected from the light.
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bool
Sun::coronaEnabled¶ Enable or disable rendering of the corona sprite.
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string
Sun::coronaMaterial¶ Texture for the corona sprite.
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float
Sun::coronaScale¶ Controls size the corona sprite renders, specified as a fractional amount of the screen height.
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ColorF
Sun::coronaTint¶ Modulates the corona sprite color ( if coronaUseLightColor is false ).
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bool
Sun::coronaUseLightColor¶ Modulate the corona sprite color by the color of the light ( overrides coronaTint ).
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float
Sun::elevation¶ The elevation angle of the sun above or below the horizon.
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float
Sun::fadeStartDistance¶ Start fading shadows out at this distance. 0 = auto calculate this distance.
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float
Sun::flareScale¶ Changes the size and intensity of the flare.
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LightFlareData
Sun::flareType¶ Datablock for the flare produced by the Sun .
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bool
Sun::includeLightmappedGeometryInShadow¶ This light should render lightmapped geometry during its shadow-map update (ignored if ‘representedInLightmap’ is false).
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bool
Sun::lastSplitTerrainOnly¶ This toggles only terrain being rendered to the last split of a PSSM shadow map.
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float
Sun::logWeight¶ The logrithmic PSSM split distance factor.
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int
Sun::numSplits¶ The logrithmic PSSM split distance factor.
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Point4F
Sun::overDarkFactor¶ The ESM shadow darkening factor.
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bool
Sun::representedInLightmap¶ This light is represented in lightmaps (static light, default: false).
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ColorF
Sun::shadowDarkenColor¶ The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if ‘representedInLightmap’ is false).
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float
Sun::shadowDistance¶ The distance from the camera to extend the PSSM shadow.
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float
Sun::shadowSoftness¶
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ShadowType
Sun::shadowType¶ The type of shadow to use on this light.
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int
Sun::texSize¶ The texture size of the shadow map.