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csm.fgd
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@include "halflife2.fgd"
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") frustum(lightfov,nearz,farz,lightcolor,-1) = env_cascade_light :
"An entity to control the sunlight that casts cascaded shadows in the map."
[
spawnflags(flags) =
[
1 : "Enabled" : 1
]
lightcolor(color255) : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity"
brightnessscale(float) : "Brightness Scale" : "1" : "ConVar csm_brightness_general = this parameter. You change this parameter - game changes csm_brightness_general to this value. Want to change brightness using inputs - use point_servercommand and change csm_brightness_general itself."
cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera."
uselightenvangles(Choices) : "Use light_environment's angles" : 1 : "If true, the CSM shadow angles are automatically harvested from the light_environment's angles. If false, this entity's angles are used." =
[
1 : "Yes"
0 : "No"
]
enablethird(Choices) : "Enable Third level?" : 1 : "Enable Third CSM level? CSM will effect at more distance but its more expensive." =
[
1 : "Yes"
0 : "No"
]
ambient(integer) :"Ambient" : 0 : "[DOESNT WORK] Ambient of the light. I know how to make it work, but i will do it later."
input Enable(void) : "Turn on the texture"
input Disable(void) : "Turn off the texture"
input EnableShadows(bool) : "Turn off the shadows"
input Texture(string) : "Change texture"
input LightColor(color255) : "Set the light color."
input SetAngles(string) : "Set the sun direction."
input AddAngles(string) : "Add angle for the sun"
input ResetAngles(void) : "Reset angle of the sun"
]
@PointClass base(Angles) iconsprite("editor/light_env.vmt") = light_environment :
"Sets the color and angle of the light from the sun and sky."
[
targetname(string) : "Name"
pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down."
_light(color255) : "Brightness" : "255 255 255 200"
_ambient(color255) : "Ambient" : "255 255 255 20"
_lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1"
_lightscaleHDR(float) : "BrightnessScaleHDR" : "1" : "Amount to scale the light by when compiling for HDR."
_ambientHDR(color255) : "AmbientHDR" : "-1 -1 -1 1"
_AmbientScaleHDR(float) : "AmbientScaleHDR" : "1" : "Amount to scale the ambient light by when compiling for hdr."
pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down."
SunSpreadAngle(float) : "SunSpreadAngle" : 0 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value."
]