light_omni2
- Counter-Strike 2
Point Entity
A sphere or tube shaped light
Keyvalues
-
Units (
brightness_units
) <Choices
>
Brightness Units- Lumens
- Candelas
- Nits
- EV
- Legacy
-
Candelas (
brightness_candelas
) <Float
>
Brightness in candelas -
Nits (
brightness_nits
) <Float
>
Brightness in nits -
Brightness (EV) (
brightness
) <Float
>
Logarithmic Brightness -
Legacy (
brightness_legacy
) <Float
>
Legacy brightness value -
Enabled (
enabled
) <Boolean
> -
Color (
color
) <Color255
> -
Color Temperature (K) (
colortemperature
) <Float
> -
Brightness (Lumens) (
brightness_lumens
) <Float
>
Brightness in lumens. (See Light Units group for alternative units of measurement). -
Range (
range
) <Float
>
Clamps the distance that a light can reach. -
Falloff (
skirt
) <Float
>
Controls the light falloff based on the set Range. -
Indirect Light Type (
bouncelight
) <Choices
>
How Indirect (bounce) light should be represented.- None
- Static
-
Indirect Light Multiplier (
bouncescale
) <Float
>
Increases the intensity of a lights' Indirect (bounce) light. -
Size (
size_params
) <Vector
> -
Outer Angle (
outer_angle
) <Float
>
Used to creat hemispherical light shapes. -
Inner Angle (
inner_angle
) <Float
>
Used to creat hemispherical light shapes. -
Cookie (
lightcookie
) <Resource
>
Choose a light cookie texture (.vtex) to represent your light shape. -
Bake Specular to Cubemaps (
bakespeculartocubemaps
) <Boolean
>
Bake specular into cubemaps. Only works when Direct Lighting Type is set to Baked. -
Specular Softness (
minroughness
) <Float
>
USE WITH CAUTION: Artificially softens direct specular (not cubemaps) to simulate cheap, soft area lights. Note: Direct Lighting must be set to Stationary or Dynamic for this to have an effect. -
Shadow Map Resolution (
shadowmapsize
) <Choices
>- 4096
- 3584
- 3072
- 2560
- 2048
- 1536
- 1024
- 512
- Default
-
Shadow Priority (
shadowpriority
) <Choices
>- Highest
- High
- Medium
- Low
- Default
-
Transmit Shadow Casters to Client (
pvs_modify_entity
) <Boolean
>
When this light is visible to a player, add its shadow casters to the player's PVS. -
Shadow Fade Out Start Size (
shadowfade_size_start
) <Float
>
Screen size where the shadows will begin fading out -
Shadow Fade Out End Size (
shadowfade_size_end
) <Float
>
Screen size where the shadows will be fully faded out -
Brightness Scale (
brightnessscale
) <Float
>
Scale brightness by this amount, used for scripting direct light behaviour. NOTE: Only works on lights with Direct Lighting type set to Dynamic or Stationary. -
Render Light in Cubemaps (
rendertocubemaps
) <Boolean
>
If true, illumination from this light renders into baked cube maps. -
Render Light Geometry (
showlight
) <Boolean
>
Render the light geometry in the world -
Light Fade Out Start Size (
fade_size_start
) <Float
>
Screen size where the light will begin fading out -
Light Fade Out End Size (
fade_size_end
) <Float
>
Screen size where the light will be fully faded out -
Style (
light_style
) <VDataChoice
>
Light Style -
Style Output Event 0 (
light_style_output_event0
) <VDataChoice
>
Name of the event that triggers the OnStyleEvent0 output. -
Style Output Event 1 (
light_style_output_event1
) <VDataChoice
>
Name of the event that triggers the OnStyleEvent1 output. -
Style Output Event 2 (
light_style_output_event2
) <VDataChoice
>
Name of the event that triggers the OnStyleEvent2 output. -
Style Output Event 3 (
light_style_output_event3
) <VDataChoice
>
Name of the event that triggers the OnStyleEvent3 output. -
Style Target 0 (
light_style_target0
) <TargetDestination
>
Sets $light_emissive for use in material expressions. The emissive geometry's surface area should be approximately equal to the area light's surface area. -
Style Target 1 (
light_style_target1
) <TargetDestination
>
Sets $light_emissive for use in material expressions. The emissive geometry's surface area should be approximately equal to the area light's surface area. -
Style Target 2 (
light_style_target2
) <TargetDestination
>
Sets $light_emissive for use in material expressions. The emissive geometry's surface area should be approximately equal to the area light's surface area. -
Style Target 3 (
light_style_target3
) <TargetDestination
>
Sets $light_emissive for use in material expressions. The emissive geometry's surface area should be approximately equal to the area light's surface area. -
Color Mode (
colormode
) <Choices
>
How to calculate the light's color- Color
- Color Temperature
- Color
- Color Temperature
-
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
Cast Shadows (
castshadows
) <Choices
>
Whether this light casts shadow.- No
- Baked & Dynamic
- Baked Only
- No
- Static & Dynamic
- Static Only
-
Direct Lighting Type (
directlight
) <Choices
>
How direct lighting should be represented: Static=Fully baked into lightmap (cheapest), Stationary=Dynamic direct light with baked shadows, Dynamic=Fully dynamic (Most expensive). NOTE: Stationary and Dynamic omni2's take up 6 dynamic shadow slots, and will likely not cast shadows if you have CSM shadows enabled in a light_environment.- None
- Static
- Stationary
- Dynamic
- None
- Static
- Stationary
- Dynamic
-
Shape (
shape
) <Choices
>
Shape of the light- Sphere
- Tube
- Tube with end caps
- Point
- Sphere
- Tube
- Tube with end caps
Inputs
-
Enable <
Void
>
Turn on the light. -
Disable <
Void
>
Turn off the light. -
Toggle <
Void
>
Toggle the light. -
SetColor <
Color255
>
Set the light's color. -
SetColorTemperature <
Float
>
Set the light's color temperature in Kelvin. -
SetBrightness <
Float
>
Set the light's brightness in EV. -
SetBrightnessScale <
Float
>
Set the light's brightness multiplier, which defaults to 1. -
SetStyle <
String
>
',' separated list of styles from light_styles.vdata to play in sequence. The last entry will loop. The last style can be 'on'/'off' to enable/disable the light with no light style. -
SetFogStrength <
Float
>
Set the fog strength. -
SetFogScale <
Float
>
Set the fog multiplier, which defaults to 1.
Outputs
-
OnStyleEvent0 <
Void
>
Fired when the current light style plays an event of the type specified by Style Output Event 0. -
OnStyleEvent1 <
Void
>
Fired when the current light style plays an event of the type specified by Style Output Event 1. -
OnStyleEvent2 <
Void
>
Fired when the current light style plays an event of the type specified by Style Output Event 2. -
OnStyleEvent3 <
Void
>
Fired when the current light style plays an event of the type specified by Style Output Event 3.