Struct Light
Provides a base class for different kinds of light nodes.
Light is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
Properties
Name | Type | Description |
editorOnly [get, set]
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bool | If true , the light only appears in the editor and will not be visible at runtime.
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lightBakeMode [get, set]
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Light.BakeMode | The light's bake mode. See bakemode .
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lightColor [get, set]
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Color | The light's color.
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lightCullMask [get, set]
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long | The light will affect objects in the selected layers.
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lightEnergy [get, set]
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double | The light's strength multiplier.
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lightIndirectEnergy [get, set]
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double | Secondary multiplier used with indirect light (light bounces). This works on both BakedLightmap and GIProbe .
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lightNegative [get, set]
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bool | If true , the light's effect is reversed, darkening areas and casting bright shadows.
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lightSpecular [get, set]
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double | The intensity of the specular blob in objects affected by the light. At 0 the light becomes a pure diffuse light.
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shadowBias [get, set]
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double | Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed.
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shadowColor [get, set]
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Color | The color of shadows cast by this light.
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shadowContact [get, set]
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double | Attempts to reduce shadowBias gap.
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shadowEnabled [get, set]
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bool | If true , the light will cast shadows.
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shadowReverseCullFace [get, set]
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bool | If true , reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED .
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