diff --git a/proto/decentraland/sdk/components/light_source.proto b/proto/decentraland/sdk/components/light_source.proto index dddb2ca1..cf08ad25 100644 --- a/proto/decentraland/sdk/components/light_source.proto +++ b/proto/decentraland/sdk/components/light_source.proto @@ -6,12 +6,12 @@ import "decentraland/common/texture.proto"; option (common.ecs_component_id) = 1079; message PBLightSource { - bool active = 4; // default = true - decentraland.common.Color3 color = 1; // default = Color.white - float brightness = 2; // range from 1 (dim) to 100,000 (very bright), expressed in Lumens for Point and Spot - float range = 3; // default = 10, expressed in meters - ShadowType shadow = 5; // default = ShadowType.ST_NONE - decentraland.common.Texture cookies = 8; // (optional) Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window. + optional bool active = 4; // default = true, whether the lightSource is active or not. + optional decentraland.common.Color3 color = 1; // default = Color.white, the tint of the light, in RGB format where each component is a floating point value with a range from 0 to 1. + optional float brightness = 2; // default = 250, ranges from 1 (dim) to 100,000 (very bright), expressed in Lumens for Point and Spot. + optional float range = 3; // default = 10, how far the light travels, expressed in meters. + optional ShadowType shadow = 5; // default = ShadowType.ST_NONE The type of shadow the light source supports. + optional decentraland.common.Texture shadow_mask_texture = 8; // Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window. oneof type { Point point = 6; @@ -21,13 +21,13 @@ message PBLightSource { message Point {} message Spot { - float inner_angle = 1; // default = 21.8. Inner angle can't be higher than outer angle, otherwise will default to same value. Min value is 0. Max value is 179 - float outer_angle = 2; // default = 30. Outer angle can't be lower than inner angle, otherwise will inner angle will be set to same value. Max value is 179 + optional float inner_angle = 1; // default = 21.8. Inner angle can't be higher than outer angle, otherwise will default to same value. Min value is 0. Max value is 179. + optional float outer_angle = 2; // default = 30. Outer angle can't be lower than inner angle, otherwise will inner angle will be set to same value. Max value is 179. } enum ShadowType { - ST_NONE = 0; - ST_SOFT = 1; - ST_HARD = 2; + ST_NONE = 0; // No shadows are cast from this LightSource. + ST_SOFT = 1; // More realistic type of shadow that reduces block artifacts, noise or pixelation, but requires more processing. + ST_HARD = 2; // Less realistic type of shadow but more performant, uses hard edges. } }