LightingParams
Lighting parameters, allow configuration of the global lighting parameters. For details see Clustered Lighting
Summary
Properties
areaLightsEnabled | If set to true, the clustered lighting will support area lights. |
atlasSplit | Atlas textures split description, which applies to both the shadow and cookie texture atlas. |
cells | Number of cells along each world-space axis the space containing lights is subdivided into. |
cookieAtlasResolution | Resolution of the atlas texture storing all non-directional cookie textures. |
cookiesEnabled | If set to true, the clustered lighting will support cookie textures. |
debugLayer | Layer ID of a layer to contain the debug rendering of clustered lighting. |
maxLightsPerCell | Maximum number of lights a cell can store. |
shadowAtlasResolution | Resolution of the atlas texture storing all non-directional shadow textures. |
shadowType | The type of shadow filtering used by all shadows. |
shadowsEnabled | If set to true, the clustered lighting will support shadows. |
Details
Properties
If set to true, the clustered lighting will support area lights. Defaults to false.
Atlas textures split description, which applies to both the shadow and cookie texture atlas. Defaults to null, which enables to automatic split mode. For details see Configuring Atlas Split
Number of cells along each world-space axis the space containing lights is subdivided into. Defaults to Vec(10, 3, 10).
Layer ID of a layer to contain the debug rendering of clustered lighting. Defaults to undefined, which disables the debug rendering. Debug rendering is only included in the debug version of the engine.
Resolution of the atlas texture storing all non-directional shadow textures. Defaults to 2048.
The type of shadow filtering used by all shadows. Can be:
- SHADOW_PCF1: PCF 1x1 sampling.
- SHADOW_PCF3: PCF 3x3 sampling.
- SHADOW_PCF5: PCF 5x5 sampling. Falls back to SHADOW_PCF3 on WebGL 1.0.
Defaults to SHADOW_PCF3