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@ -5,7 +5,7 @@ use super::*;
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/// Real-world values for `intensity` (luminous power in lumens) based on the electrical power
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/// consumption of the type of real-world light are:
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///
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/// | Luminous Power (lumen) (i.e. the intensity member) | Incandescent non-halogen (Watts) | Incandescent halogen (Watts) | Compact fluorescent (Watts) | LED (Watts |
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/// | Luminous Power (lumen) (i.e. the intensity member) | Incandescent non-halogen (Watts) | Incandescent halogen (Watts) | Compact fluorescent (Watts) | LED (Watts) |
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/// |------|-----|----|--------|-------|
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/// | 200 | 25 | | 3-5 | 3 |
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/// | 450 | 40 | 29 | 9-11 | 5-8 |
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@ -20,12 +20,26 @@ use super::*;
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#[derive(Component, Debug, Clone, Copy, Reflect)]
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#[reflect(Component, Default)]
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pub struct PointLight {
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/// The color of this light source.
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pub color: Color,
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/// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
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pub intensity: f32,
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/// Cut-off for the light's area-of-effect. Fragments outside this range will not be affected by
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/// this light at all, so it's important to tune this together with `intensity` to prevent hard
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/// lighting cut-offs.
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pub range: f32,
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/// Simulates a light source coming from a spherical volume with the given radius. Only affects
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/// the size of specular highlights created by this light. Because of this, large values may not
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/// produce the intended result -- for example, light radius does not affect shadow softness or
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/// diffuse lighting.
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pub radius: f32,
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/// Whether this light casts shadows.
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pub shadows_enabled: bool,
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/// A bias used when sampling shadow maps to avoid "shadow-acne", or false shadow occlusions
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/// that happen as a result of shadow-map fragments not mapping 1:1 to screen-space fragments.
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/// Too high of a depth bias can lead to shadows detaching from their casters, or
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/// "peter-panning". This bias can be tuned together with `shadow_normal_bias` to correct shadow
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/// artifacts for a given scene.
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pub shadow_depth_bias: f32,
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/// A bias applied along the direction of the fragment's surface normal. It is scaled to the
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/// shadow map's texel size so that it can be small close to the camera and gets larger further
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