/
VisualServer_LightParam.hx
92 lines (75 loc) · 1.56 KB
/
VisualServer_LightParam.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
@:native("Godot.VisualServer.LightParam")
@:csNative
extern enum VisualServer_LightParam {
/**
The light's energy.
**/
Energy;
/**
Secondary multiplier used with indirect light (light bounces).
**/
IndirectEnergy;
/**
The light's size, currently only used for soft shadows in baked lightmaps.
**/
Size;
/**
The light's influence on specularity.
**/
Specular;
/**
The light's range.
**/
Range;
/**
The light's attenuation.
**/
Attenuation;
/**
The spotlight's angle.
**/
SpotAngle;
/**
The spotlight's attenuation.
**/
SpotAttenuation;
/**
Scales the shadow color.
**/
ContactShadowSize;
/**
Max distance that shadows will be rendered.
**/
ShadowMaxDistance;
/**
Proportion of shadow atlas occupied by the first split.
**/
ShadowSplit1Offset;
/**
Proportion of shadow atlas occupied by the second split.
**/
ShadowSplit2Offset;
/**
Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.
**/
ShadowSplit3Offset;
/**
Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
**/
ShadowNormalBias;
/**
Bias the shadow lookup to fix self-shadowing artifacts.
**/
ShadowBias;
/**
Increases bias on further splits to fix self-shadowing that only occurs far away from the camera.
**/
ShadowBiasSplitScale;
/**
Represents the size of the `godot.VisualServer_LightParam` enum.
**/
Max;
}