The '''Light''' component is used to illuminate the render scene beyond skybox illumination. This component can be used for suns, spots, and points, but not area lights.
== Usage ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|LightType|LightType| The type of light, which can be directional or point to name a couple.
|LightType|LightType| The type of light. Can be Point, Directional, or Spot.
|Intensity|Float| how intense the light is. This is a multiplier.
|Intensity|Float| How intense the light is. This is a multiplier.
|Color|ColorX| the color of the light this source should project
|Color|ColorX| The color of the light this source should project.
|ShadowType|ShadowType| The type of shadow this light should use
|ShadowType|ShadowType| The type of shadow this light should use. Can be None, Hard, or Soft.
|ShadowStrength|Float| How dark the shadows are.
|ShadowStrength|Float| How dark the shadows are.
|ShadowNearPlane|Float| How far away shadows will render for this point light.
|ShadowNearPlane|Float| How far away shadows will render for this point light.
|ShadowMapResolution|Int| How detailed the resolution for shadows is in pixels. More info in [[#Behavior]].
|ShadowMapResolution|Int| How detailed the resolution for shadows is in pixels.
|ShadowBias|Float|
|ShadowBias|Float| added to the distance in the shadow map to ensure that pixels on the borderline definitely pass the comparison as they should.
|ShadowNormalBias|Float|
|ShadowNormalBias|Float| Makes surrounding lit areas encroach upon the center shadow, making the encroached area lit too.
|Range|Float| How far for the light to shine in meters, where the range represents the point where the falloff stops.
|Range|Float|How far for the light to shine in meters, where the range represents the point where the falloff stops.
|SpotAngle|Float| The angle from 0-180 when on spot light mode to project the light at. 0 is no light, 60 is like car headlights, and 180 is extreme and unrealistic.
|SpotAngle|Float| The angle from 0-180 when on spot light mode to project the light at. 0 is no light, 60 is like car headlights, and 180 is extreme and unrealistic.
|Cookie|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| The cookie texture is used to limit the light area of a spot light from a circle to a custom shape.
|Cookie|{{RootFieldType|AssetRef`1|[[Type:ITexture|ITexture]]}}|TypeAdv11=true| The cookie texture is used to limit the light area of a spot light from a circle to a custom shape.
The Light component is used to illuminate the render scene beyond skybox illumination. This component can be used for suns, spots, and points, but not area lights.