env_light_probe_volume
- Counter-Strike 2
- Half-Life: Alyx
- Steam VR
Point Entity
A grid of precomputed light probes.
Keyvalues
-
Priority (
indoor_outdoor_level
) <Choices
>
If multiple volumes contain an object, the highest priority volume takes precedence.- Lowest
- Low
- Normal
- High
- Highest
-
Light Probe Texture (
lightprobetexture
) <Resource
>
Name of the light probe texture -
Box Mins (
box_mins
) <Vector
> -
Box Maxs (
box_maxs
) <Vector
> -
Voxel Size (
voxel_size
) <Choices
>- Very High Resolution
- High Resolution
- Medium Resolution
- Low Resolution
-
Ignore Unreachable Space (
flood_fill
) <Boolean
> -
Ignore Voxelized Solid Space (
voxelize
) <Boolean
> -
Calculate Diffuse Lighting Using Cubemap (
light_probe_volume_from_cubemap
) <Boolean
> -
Moveable (
moveable
) <Boolean
>
Can be moved, parented, enabled, or disabled at runtime. -
Storage (
storage
) <Choices
>- Default
- AmbientCube RGBM8888 Uncompressed
- AmbientCube RGBMDXT5 Compressed
Point Entity
A grid of precomputed light probes.
Keyvalues
-
Priority (
indoor_outdoor_level
) <Choices
>
If multiple volumes contain an object, the highest priority volume takes precedence.- Lowest
- Low
- Normal
- High
- Highest
-
Light Probe Texture (
lightprobetexture
) <Resource
>
Name of the light probe texture -
Box Mins (
box_mins
) <Vector
> -
Box Maxs (
box_maxs
) <Vector
> -
Voxel Size (
voxel_size
) <Choices
>- Very High Resolution
- High Resolution
- Medium Resolution
- Low Resolution
-
Ignore Unreachable Space (
flood_fill
) <Boolean
> -
Ignore Voxelized Solid Space (
voxelize
) <Boolean
> -
Calculate Diffuse Lighting Using Cubemap (
light_probe_volume_from_cubemap
) <Boolean
> -
Light Group (
lightgroup
) <String
>
Semicolon-delimited list of light groups to affect -
Moveable (
moveable
) <Boolean
>
Can be moved, parented, enabled, or disabled at runtime. -
Storage (
storage
) <Choices
>- Default
- AmbientCube RGBM8888 Uncompressed
- AmbientCube RGBMDXT5 Compressed
Point Entity
A grid of precomputed light probes.
Keyvalues
-
Priority (
indoor_outdoor_level
) <Choices
>
If multiple volumes contain an object, the highest priority volume takes precedence.- Lowest
- Low
- Normal
- High
- Highest
-
Light Probe Texture (
lightprobetexture
) <Resource
>
Name of the light probe texture -
Box Mins (
box_mins
) <Vector
> -
Box Maxs (
box_maxs
) <Vector
> -
Voxel Size (
voxel_size
) <Choices
>- Very High Resolution
- High Resolution
- Medium Resolution
- Low Resolution
-
Ignore Unreachable Space (
flood_fill
) <Boolean
> -
Calculate Diffuse Lighting Using Cubemap (
light_probe_volume_from_cubemap
) <Boolean
> -
Light Group (
lightgroup
) <String
>
Semicolon-delimited list of light groups to affect -
Moveable (
moveable
) <Boolean
>
Can be moved, parented, enabled, or disabled at runtime. -
Storage (
storage
) <Choices
>- Default
- AmbientCube RGBM8888 Uncompressed
- AmbientCube RGBMDXT5 Compressed