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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Point/spot settings for Lightmass. More...
Public Member Functions | |
Functions | |
| FLightmassPointLightSettings & | opAssign (FLightmassPointLightSettings Other) |
| Public Member Functions inherited from FLightmassLightSettings | |
| FLightmassLightSettings & | opAssign (FLightmassLightSettings Other) |
Public Attributes | |
Lightmass | |
| float32 | ShadowExponent |
| Controls the falloff of shadow penumbras. | |
| bool | bUseAreaShadowsForStationaryLight |
| Whether to use area shadows for stationary light precomputed shadowmaps. Area shadows get softer the further they are from shadow casters, but require higher lightmap resolution to get the same quality where the shadow is sharp. | |
| float32 | IndirectLightingSaturation |
| 0 will be completely desaturated, 1 will be unchanged | |
| Public Attributes inherited from FLightmassLightSettings | |
| float32 | ShadowExponent |
| Controls the falloff of shadow penumbras. | |
| bool | bUseAreaShadowsForStationaryLight |
| Whether to use area shadows for stationary light precomputed shadowmaps. Area shadows get softer the further they are from shadow casters, but require higher lightmap resolution to get the same quality where the shadow is sharp. | |
| float32 | IndirectLightingSaturation |
| 0 will be completely desaturated, 1 will be unchanged | |
Point/spot settings for Lightmass.
| FLightmassPointLightSettings & opAssign | ( | FLightmassPointLightSettings | Other | ) |
| bool bUseAreaShadowsForStationaryLight |
Whether to use area shadows for stationary light precomputed shadowmaps. Area shadows get softer the further they are from shadow casters, but require higher lightmap resolution to get the same quality where the shadow is sharp.
| float32 IndirectLightingSaturation |
0 will be completely desaturated, 1 will be unchanged
| float32 ShadowExponent |
Controls the falloff of shadow penumbras.