light_rect
- Counter-Strike 2
Point Entity
A rectangular or disk shaped light
Keyvalues
-
Units (
brightness_units) <Choices>
Brightness Units- Lumens (
1) - Candelas (
4) - Nits (
2) - EV (
0) - Legacy (
3)
- Lumens (
-
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> -
Falloff (
skirt) <Float>
Light Falloff based on set range. -
Indirect Light Type (
bouncelight) <Choices>
How indirect (bounce) light should be represented- None (
0) - Static (
1)
- None (
-
Indirect Light Multiplier (
bouncescale) <Float>
Increases the intensity of a lights' Indirect (bounce) light -
Light Shape (
shape) <Choices>
Shape of the light- Rectangle (
0) - Disk (
1)
- Rectangle (
-
Light Size (
size_params) <Vector>
Note: Larger sizes produce more diffuse light/shadows. -
Bake Specular to Cubemaps (
bakespeculartocubemaps) <Boolean>
Bake specular into cubemaps. Only works when Direct Lighting Type is set to Baked. -
Specular Softness (
minroughness) <Float>
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 (
4096) - 3584 (
3584) - 3072 (
3072) - 2560 (
2560) - 2048 (
2048) - 1536 (
1536) - 1024 (
1024) - 512 (
512) - Default (
-1)
- 4096 (
-
Shadow Priority (
shadowpriority) <Choices>- Highest (
100) - High (
10) - Medium (
5) - Low (
-5) - Default (
-1)
- Highest (
-
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 -
Render Light Geometry (
showlight) <Boolean>
Render the light geometry in the world -
Render Light in Cubemaps (
rendertocubemaps) <Boolean>
If true, illumination from this light renders into baked cube maps. -
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. -
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 (
0) - Color Temperature (
1) - Color (
0) - Color Temperature (
1)
- Color (
-
Create Client-Only Entity (
clientSideEntity) <Choices>- No (
0) - Yes (
1)
- No (
-
Cast Shadows (
castshadows) <Choices>
Whether this light casts shadow- No (
0) - Baked & Dynamic (
1) - Baked Only (
2) - No (
0) - Static & Dynamic (
1) - Static Only (
2)
- No (
-
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)- None (
0) - Static (
1) - None (
0) - Static (
1) - Stationary (
3) - Dynamic (
2)
- None (
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.