4 using System.ComponentModel;
6 using SiliconStudio.Core.Serialization.Converters;
7 using SiliconStudio.Paradox.DataModel;
8 using SiliconStudio.Paradox.Effects;
9 using SiliconStudio.Paradox.EntityModel;
10 using SiliconStudio.Core;
11 using SiliconStudio.Core.Mathematics;
13 namespace SiliconStudio.
Paradox.Engine
15 [DataContract(
"ShadowMapFilterType")]
27 [DataContract(
"LightComponent")]
38 Layers = RenderLayers.RenderLayerAll;
42 ShadowMapMaxSize = 512;
43 ShadowMapMinSize = 512;
44 ShadowMapCascadeCount = 1;
45 ShadowNearDistance = 1.0f;
46 ShadowFarDistance = 100000.0f;
47 BleedingFactor = 0.0f;
56 public bool Enabled {
get; set; }
61 public bool Deferred {
get; set; }
89 public float Intensity {
get; set; }
98 public float DecayStart {
get; set; }
109 public float SpotBeamAngle {
get; set; }
115 public float SpotFieldAngle {
get; set; }
120 [DefaultValue(
false)]
127 public int ShadowMapMaxSize {
get; set; }
133 public int ShadowMapMinSize {
get; set; }
139 public int ShadowMapCascadeCount {
get; set; }
145 public float ShadowNearDistance {
get; set; }
150 [DefaultValue(100000.0f)]
151 public float ShadowFarDistance {
get; set; }
167 public float BleedingFactor {
get; set; }
175 public float MinVariance {
get; set; }
Add a light to an Entity, that will be used during rendering.
Represents a color in the form of rgb.
Base class for converters to/from a data type.
Represents a three dimensional mathematical vector.
Represents a 32-bit color (4 bytes) in the form of RGBA (in byte order: R, G, B, A).
A class that represents a tag propety.