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 (
-2) - Low (
-1) - Normal (
0) - High (
1) - Highest (
2)
- Lowest (
-
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 (
12.0) - High Resolution (
24.0) - Medium Resolution (
48.0) - Low Resolution (
108.0)
- Very High 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 (
-1) - AmbientCube RGBM8888 Uncompressed (
0) - AmbientCube RGBMDXT5 Compressed (
1)
- Default (
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 (
-2) - Low (
-1) - Normal (
0) - High (
1) - Highest (
2)
- Lowest (
-
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 (
12.0) - High Resolution (
24.0) - Medium Resolution (
48.0) - Low Resolution (
108.0)
- Very High 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 (
-1) - AmbientCube RGBM8888 Uncompressed (
0) - AmbientCube RGBMDXT5 Compressed (
1)
- Default (
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 (
-2) - Low (
-1) - Normal (
0) - High (
1) - Highest (
2)
- Lowest (
-
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 (
12.0) - High Resolution (
24.0) - Medium Resolution (
48.0) - Low Resolution (
108.0)
- Very High 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 (
-1) - AmbientCube RGBM8888 Uncompressed (
0) - AmbientCube RGBMDXT5 Compressed (
1)
- Default (