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