unreal.DirectionalLightComponent
¶
- class unreal.DirectionalLightComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
LightComponent
A light component that has parallel rays. Will provide a uniform lighting across any affected surface (eg. The Sun). This will affect all objects in the defined light-mass importance volume.
C++ Source:
Module: Engine
File: DirectionalLightComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentaffect_dynamic_indirect_lighting
(bool): [Read-Write] Affect Dynamic Indirect Lighting: Whether the light should be injected into the Light Propagation Volumeaffect_global_illumination
(bool): [Read-Write] Affect Global Illumination: Whether the light affects global illumination, when ray-traced global illumination is enabled.affect_reflection
(bool): [Read-Write] Affect Reflection: Whether the light affects objects in reflections, when ray-traced reflection is enabled.affect_translucent_lighting
(bool): [Read-Write] Affect Translucent Lighting: Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.affects_world
(bool): [Read-Write] Affects World: Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.asset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentatmosphere_sun_disk_color_scale
(LinearColor): [Read-Write] Atmosphere Sun Disk Color Scale: A color multiplied with the sun disk luminance.atmosphere_sun_light
(bool): [Read-Write] Atmosphere Sun Light: Whether the directional light can interact with the atmosphere, cloud and generate a visual disk. All of which compose the visual sky.atmosphere_sun_light_index
(int32): [Read-Write] Atmosphere Sun Light Index: Two atmosphere lights are supported. For instance: a sun and a moon, or two suns.auto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.bloom_max_brightness
(float): [Read-Write] Bloom Max Brightness: After exposure is applied, scene color brightness larger than BloomMaxBrightness will be rescaled down to BloomMaxBrightness.bloom_scale
(float): [Read-Write] Bloom Scale: Scales the additive color.bloom_threshold
(float): [Read-Write] Bloom Threshold: Scene color must be larger than this to create bloom in the light shafts.bloom_tint
(Color): [Read-Write] Bloom Tint: Multiplies against scene color to create the bloom color.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcascade_distribution_exponent
(float): [Read-Write] Cascade Distribution Exponent: Controls whether the cascades are distributed closer to the camera (larger exponent) or further from the camera (smaller exponent). An exponent of 1 means that cascade transitions will happen at a distance proportional to their resolution.cascade_transition_fraction
(float): [Read-Write] Cascade Transition Fraction: Proportion of the fade region between cascades. Pixels within the fade region of two cascades have their shadows blended to avoid hard transitions between quality levels. A value of zero eliminates the fade region, creating hard transitions. Higher values increase the size of the fade region, creating a more gradual transition between cascades. The value is expressed as a percentage proportion (i.e. 0.1 = 10% overlap). Ideal values are the smallest possible which still hide the transition. An increased fade region size causes an increase in shadow rendering cost.cast_cloud_shadows
(bool): [Read-Write] Cast Cloud Shadows: Whether the light should cast any shadows from clouds onto the atmosphere and other scene elements.cast_deep_shadow
(bool): [Read-Write] Cast Deep Shadow: Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.cast_dynamic_shadows
(bool): [Read-Write] Cast Dynamic Shadows: Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.cast_modulated_shadows
(bool): [Read-Write] Cast Modulated Shadows: Whether the light should cast modulated shadows from dynamic objects (mobile only). Also requires Cast Shadows to be set to True.cast_raytraced_shadow
(CastRayTracedShadow): [Read-Write] Cast Raytraced Shadowcast_shadows
(bool): [Read-Write] Cast Shadows: Whether the light should cast any shadows.cast_shadows_from_cinematic_objects_only
(bool): [Read-Write] Cast Shadows from Cinematic Objects Only: Whether the light should only cast shadows from components marked as bCastCinematicShadows. This is useful for setting up cinematic Movable spotlights aimed at characters and avoiding the shadow depth rendering costs of the background. Note: this only works with dynamic shadow maps, not with static shadowing or Ray Traced Distance Field shadows.cast_shadows_on_atmosphere
(bool): [Read-Write] Cast Shadows on Atmosphere: Whether the light should cast any shadows from opaque meshes onto the atmosphere.cast_shadows_on_clouds
(bool): [Read-Write] Cast Shadows on Clouds: Whether the light should cast any shadows from opaque meshes onto clouds. This is disabled for AtmosphereLight1.cast_static_shadows
(bool): [Read-Write] Cast Static Shadows: Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.cast_translucent_shadows
(bool): [Read-Write] Cast Translucent Shadows: Whether the light is allowed to cast dynamic shadows from translucency.cast_volumetric_shadow
(bool): [Read-Write] Cast Volumetric Shadow: Whether the light shadows volumetric fog. Disabling this can save GPU time.cloud_scattered_luminance_scale
(LinearColor): [Read-Write] Cloud Scattered Luminance Scale: Scales the lights contribution when scattered in cloud participating media. This can help counter balance the fact that our multiple scattering solution is only an approximation.cloud_shadow_depth_bias
(float): [Read-Write] Cloud Shadow Depth Bias: The bias applied to the shadow front depth of the volumetric cloud shadow map.cloud_shadow_extent
(float): [Read-Write] Cloud Shadow Extent: The world space radius of the cloud shadow map around the camera in kilometers.cloud_shadow_map_resolution_scale
(float): [Read-Write] Cloud Shadow Map Resolution Scale: Scale the cloud shadow map resolution, base resolution is 512. The resolution is still clamped to ‘r.VolumetricCloud.ShadowMap.MaxResolution’.cloud_shadow_on_atmosphere_strength
(float): [Read-Write] Cloud Shadow on Atmosphere Strength: The strength of the shadow on atmosphere. Disabled when 0.cloud_shadow_on_surface_strength
(float): [Read-Write] Cloud Shadow on Surface Strength: The strength of the shadow on opaque and transparent meshes. Disabled when 0.cloud_shadow_ray_sample_count_scale
(float): [Read-Write] Cloud Shadow Ray Sample Count Scale: Scale the shadow map tracing sample count. The sample count resolution is still clamped according to scalability setting to ‘r.VolumetricCloud.ShadowMap.RaySampleMaxCount’.cloud_shadow_strength
(float): [Read-Write] Cloud Shadow Strength: The overall strength of the cloud shadow, higher value will block more light.component_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.contact_shadow_length
(float): [Read-Write] Contact Shadow Length: Length of screen space ray trace for sharp contact shadows. Zero is disabled.contact_shadow_length_in_ws
(bool): [Read-Write] Contact Shadow Length in WS: Where Length of screen space ray trace for sharp contact shadows is in world space units or in screen space units.deep_shadow_layer_distribution
(float): [Read-Write] Deep Shadow Layer Distribution: Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details).detail_mode
(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.disabled_brightness
(float): [Read-Write] Disabled Brightness: Brightness factor applied to the light when the light function is specified but disabled, for example in scene captures that use SceneCapView_LitNoShadows. This should be set to the average brightness of the light function material’s emissive input, which should be between 0 and 1.distance_field_shadow_distance
(float): [Read-Write] Distance Field Shadow Distance: Distance at which the ray traced shadow cascade should end. Distance field shadows will cover the range between ‘Dynamic Shadow Distance’ this distance.dynamic_shadow_cascades
(int32): [Read-Write] Dynamic Shadow Cascades: Number of cascades to split the view frustum into for the whole scene dynamic shadow. More cascades result in better shadow resolution, but adds significant rendering cost.dynamic_shadow_distance_movable_light
(float): [Read-Write] Dynamic Shadow Distance Movable Light: How far Cascaded Shadow Map dynamic shadows will cover for a movable light, measured from the camera. A value of 0 disables the dynamic shadow.dynamic_shadow_distance_stationary_light
(float): [Read-Write] Dynamic Shadow Distance Stationary Light: How far Cascaded Shadow Map dynamic shadows will cover for a stationary light, measured from the camera. A value of 0 disables the dynamic shadow.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classenable_light_shaft_bloom
(bool): [Read-Write] Enable Light Shaft Bloom: Whether to render light shaft bloom from this light. For directional lights, the color around the light direction will be blurred radially and added back to the scene. for point lights, the color on pixels closer than the light’s SourceRadius will be blurred radially and added back to the scene.enable_light_shaft_occlusion
(bool): [Read-Write] Enable Light Shaft Occlusion: Whether to occlude fog and atmosphere inscattering with screenspace blurred occlusion from this light.far_shadow_cascade_count
(int32): [Read-Write] Far Shadow Cascade Count: 0: no DistantShadowCascades, otherwise the count of cascades between WholeSceneDynamicShadowRadius and DistantShadowDistance that are covered by distant shadow cascades.far_shadow_distance
(float): [Read-Write] Far Shadow Distance: Distance at which the far shadow cascade should end. Far shadows will cover the range between ‘Dynamic Shadow Distance’ and this distance.force_cached_shadows_for_movable_primitives
(bool): [Read-Write] Force Cached Shadows for Movable Primitives: Enables cached shadows for movable primitives for this light even if r.shadow.cachedshadowscastfrommovableprimitives is 0forward_shading_priority
(int32): [Read-Write] Forward Shading Priority: Forward lighting priority for the single directional light that will be used for forward shading, translucent, single layer water and volumetric fog. When two lights have equal priorities, the selection will be based on their overall brightness as a fallback.hidden_in_game
(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.ies_brightness_scale
(float): [Read-Write] IESBrightness Scale: Global scale for IES brightness contribution. Only available when “Use IES Brightness” is selected, and a valid IES profile texture is seties_texture
(TextureLightProfile): [Read-Write] IESTexture: IES texture (light profiles from real world measured data)indirect_lighting_intensity
(float): [Read-Write] Indirect Lighting Intensity: Scales the indirect lighting contribution from this light. A value of 0 disables any GI from this light. Default is 1.intensity
(float): [Read-Write] Intensity: Total energy that the light emits.is_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildslight_color
(Color): [Read-Write] Light Color: Filter color of the light. Note that this can change the light’s effective intensity.light_function_fade_distance
(float): [Read-Write] Light Function Fade Distance: Distance at which the light function should be completely faded to DisabledBrightness. This is useful for hiding aliasing from light functions applied in the distance.light_function_material
(MaterialInterface): [Read-Write] Light Function Material: The light function material to be applied to this light. Note that only non-lightmapped lights (UseDirectLightMap=False) can have a light function. Light functions are supported within VolumetricFog, but only for Directional, Point and Spot lights. Rect lights are not supported.light_function_scale
(Vector): [Read-Write] Light Function Scale: Scales the light function projection. X and Y scale in the directions perpendicular to the light’s direction, Z scales along the light direction.light_shaft_override_direction
(Vector): [Read-Write] Light Shaft Override Direction: Can be used to make light shafts come from somewhere other than the light’s actual direction. This will only be used when non-zero. It does not have to be normalized.light_source_angle
(float): [Read-Write] Light Source Angle: Angle subtended by light source in degrees (also known as angular diameter). Defaults to 0.5357 which is the angle for our sun.light_source_soft_angle
(float): [Read-Write] Light Source Soft Angle: Angle subtended by soft light source in degrees.lighting_channels
(LightingChannels): [Read-Write] Lighting Channels: Channels that this light should affect. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.lightmass_settings
(LightmassDirectionalLightSettings): [Read-Write] Lightmass Settings: The Lightmass settings for this object.max_distance_fade_range
(float): [Read-Write] Max Distance Fade Rangemax_draw_distance
(float): [Read-Write] Max Draw Distancemobility
(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.modulated_shadow_color
(Color): [Read-Write] Modulated Shadow Color: Color to modulate against the scene color when rendering modulated shadows. (mobile only)occlusion_depth_range
(float): [Read-Write] Occlusion Depth Range: Everything closer to the camera than this distance will occlude light shafts.occlusion_mask_darkness
(float): [Read-Write] Occlusion Mask Darkness: Controls how dark the occlusion masking is, a value of 1 results in no darkening term.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedper_pixel_atmosphere_transmittance
(bool): [Read-Write] Per Pixel Atmosphere Transmittance: Whether to apply atmosphere transmittance per pixel on opaque meshes, instead of using the light global transmittance. Note: VolumetricCloud per pixel transmittance option is selectable on the VolumetricCloud component itself.physics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentray_start_offset_depth_scale
(float): [Read-Write] Ray Start Offset Depth Scale: Controls how large of an offset ray traced shadows have from the receiving surface as the camera gets further away. This can be useful to hide self-shadowing artifacts from low resolution distance fields on huge static meshes.relative_location
(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!samples_per_pixel
(int32): [Read-Write] Samples Per Pixel: Samples per pixel for ray tracingshadow_amount
(float): [Read-Write] Shadow Amount: Control the amount of shadow occlusion. A value of 0 means no occlusion, thus no shadow.shadow_bias
(float): [Read-Write] Shadow Bias: Controls how accurate self shadowing of whole scene shadows from this light are. At 0, shadows will start at the their caster surface, but there will be many self shadowing artifacts. larger values, shadows will start further from their caster, and there won’t be self shadowing artifacts but object might appear to fly. around 0.5 seems to be a good tradeoff. This also affects the soft transition of shadowsshadow_cascade_bias_distribution
(float): [Read-Write] Shadow Cascade Bias Distribution: Controls the depth bias scaling across cascades. This allows to mitigage the shadow acne difference on shadow cascades transition. A value of 1 scales shadow bias based on each cascade size (Default). A value of 0 scales shadow bias uniformly accross all cacascade.shadow_distance_fadeout_fraction
(float): [Read-Write] Shadow Distance Fadeout Fraction: Controls the size of the fade out region at the far extent of the dynamic shadow’s influence. This is specified as a fraction of DynamicShadowDistance.shadow_resolution_scale
(float): [Read-Write] Shadow Resolution Scale: Scales the resolution of shadowmaps used to shadow this light. By default shadowmap resolution is chosen based on screen size of the caster. Note: shadowmap resolution is still clamped by ‘r.Shadow.MaxResolution’shadow_sharpen
(float): [Read-Write] Shadow Sharpen: Amount to sharpen shadow filteringshadow_slope_bias
(float): [Read-Write] Shadow Slope Bias: Controls how accurate self shadowing of whole scene shadows from this light are. This works in addition to shadow bias, by increasing the amount of bias depending on the slope of a surface. At 0, shadows will start at the their caster surface, but there will be many self shadowing artifacts. larger values, shadows will start further from their caster, and there won’t be self shadowing artifacts but object might appear to fly. around 0.5 seems to be a good tradeoff. This also affects the soft transition of shadowsshadow_source_angle_factor
(float): [Read-Write] Shadow Source Angle Factor: Shadow source angle factor, relative to the light source angle. Defaults to 1.0 to coincide with light source angle.should_update_physics_volume
(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()specular_scale
(float): [Read-Write] Specular Scale: Multiplier on specular highlights. Use only with great care! Any value besides 1 is not physical! Can be used to artistically remove highlights mimicking polarizing filters or photo touch up.temperature
(float): [Read-Write] Temperature: Color temperature in Kelvin of the blackbody illuminant. White (D65) is 6500K.trace_distance
(float): [Read-Write] Trace Distance: Determines how far shadows can be cast, in world units. Larger values increase the shadowing cost.transmission
(bool): [Read-Write] Transmission: Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.use_attach_parent_bound
(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.use_ies_brightness
(bool): [Read-Write] Use IESBrightness: true: take light brightness from IES profile, false: use the light brightness - the maximum light in one direction is used to define no masking. Use with InverseSquareFalloff. Will be disabled if a valid IES profile texture is not supplied.use_inset_shadows_for_movable_objects
(bool): [Read-Write] Use Inset Shadows for Movable Objects: Stationary lights only: Whether to use per-object inset shadows for movable components, even though cascaded shadow maps are enabled. This allows dynamic objects to have a shadow even when they are outside of the cascaded shadow map, which is important when DynamicShadowDistanceStationaryLight is small. If DynamicShadowDistanceStationaryLight is large (currently > 8000), this will be forced off. Disabling this can reduce shadowing cost significantly with many movable objects.use_ray_traced_distance_field_shadows
(bool): [Read-Write] Use Ray Traced Distance Field Shadows: Whether to use ray traced distance field area shadows. The project setting bGenerateMeshDistanceFields must be enabled for this to have effect. Distance field shadows support area lights so they create soft shadows with sharp contacts. They have less aliasing artifacts than standard shadowmaps, but inherit all the limitations of distance field representations (only uniform scale, no deformation). These shadows have a low per-object cost (and don’t depend on triangle count) so they are effective for distant shadows from a dynamic sun.use_temperature
(bool): [Read-Write] Use Temperature: false: use white (D65) as illuminant.visible
(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.volumetric_scattering_intensity
(float): [Read-Write] Volumetric Scattering Intensity: Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.
- property atmosphere_sun_disk_color_scale: LinearColor¶
[Read-Only] Atmosphere Sun Disk Color Scale: A color multiplied with the sun disk luminance.
- Type:
- property atmosphere_sun_light: bool¶
[Read-Only] Atmosphere Sun Light: Whether the directional light can interact with the atmosphere, cloud and generate a visual disk. All of which compose the visual sky.
- Type:
(bool)
- property atmosphere_sun_light_index: int¶
[Read-Only] Atmosphere Sun Light Index: Two atmosphere lights are supported. For instance: a sun and a moon, or two suns.
- Type:
(int32)
- property cascade_distribution_exponent: float¶
[Read-Only] Cascade Distribution Exponent: Controls whether the cascades are distributed closer to the camera (larger exponent) or further from the camera (smaller exponent). An exponent of 1 means that cascade transitions will happen at a distance proportional to their resolution.
- Type:
(float)
- property cascade_transition_fraction: float¶
[Read-Only] Cascade Transition Fraction: Proportion of the fade region between cascades. Pixels within the fade region of two cascades have their shadows blended to avoid hard transitions between quality levels. A value of zero eliminates the fade region, creating hard transitions. Higher values increase the size of the fade region, creating a more gradual transition between cascades. The value is expressed as a percentage proportion (i.e. 0.1 = 10% overlap). Ideal values are the smallest possible which still hide the transition. An increased fade region size causes an increase in shadow rendering cost.
- Type:
(float)
- property cast_cloud_shadows: bool¶
[Read-Only] Cast Cloud Shadows: Whether the light should cast any shadows from clouds onto the atmosphere and other scene elements.
- Type:
(bool)
- property cast_modulated_shadows: bool¶
[Read-Only] Cast Modulated Shadows: Whether the light should cast modulated shadows from dynamic objects (mobile only). Also requires Cast Shadows to be set to True.
- Type:
(bool)
- property cast_shadows_on_atmosphere: bool¶
[Read-Only] Cast Shadows on Atmosphere: Whether the light should cast any shadows from opaque meshes onto the atmosphere.
- Type:
(bool)
- property cast_shadows_on_clouds: bool¶
[Read-Only] Cast Shadows on Clouds: Whether the light should cast any shadows from opaque meshes onto clouds. This is disabled for AtmosphereLight1.
- Type:
(bool)
- property cloud_scattered_luminance_scale: LinearColor¶
[Read-Only] Cloud Scattered Luminance Scale: Scales the lights contribution when scattered in cloud participating media. This can help counter balance the fact that our multiple scattering solution is only an approximation.
- Type:
- property cloud_shadow_depth_bias: float¶
[Read-Only] Cloud Shadow Depth Bias: The bias applied to the shadow front depth of the volumetric cloud shadow map.
- Type:
(float)
- property cloud_shadow_extent: float¶
[Read-Only] Cloud Shadow Extent: The world space radius of the cloud shadow map around the camera in kilometers.
- Type:
(float)
- property cloud_shadow_map_resolution_scale: float¶
[Read-Only] Cloud Shadow Map Resolution Scale: Scale the cloud shadow map resolution, base resolution is 512. The resolution is still clamped to ‘r.VolumetricCloud.ShadowMap.MaxResolution’.
- Type:
(float)
- property cloud_shadow_on_atmosphere_strength: float¶
[Read-Only] Cloud Shadow on Atmosphere Strength: The strength of the shadow on atmosphere. Disabled when 0.
- Type:
(float)
- property cloud_shadow_on_surface_strength: float¶
[Read-Only] Cloud Shadow on Surface Strength: The strength of the shadow on opaque and transparent meshes. Disabled when 0.
- Type:
(float)
- property cloud_shadow_ray_sample_count_scale: float¶
[Read-Only] Cloud Shadow Ray Sample Count Scale: Scale the shadow map tracing sample count. The sample count resolution is still clamped according to scalability setting to ‘r.VolumetricCloud.ShadowMap.RaySampleMaxCount’.
- Type:
(float)
- property cloud_shadow_strength: float¶
[Read-Only] Cloud Shadow Strength: The overall strength of the cloud shadow, higher value will block more light.
- Type:
(float)
- property distance_field_shadow_distance: float¶
[Read-Only] Distance Field Shadow Distance: Distance at which the ray traced shadow cascade should end. Distance field shadows will cover the range between ‘Dynamic Shadow Distance’ this distance.
- Type:
(float)
- property dynamic_shadow_cascades: int¶
[Read-Only] Dynamic Shadow Cascades: Number of cascades to split the view frustum into for the whole scene dynamic shadow. More cascades result in better shadow resolution, but adds significant rendering cost.
- Type:
(int32)
- property dynamic_shadow_distance_movable_light: float¶
[Read-Only] Dynamic Shadow Distance Movable Light: How far Cascaded Shadow Map dynamic shadows will cover for a movable light, measured from the camera. A value of 0 disables the dynamic shadow.
- Type:
(float)
- property dynamic_shadow_distance_stationary_light: float¶
[Read-Only] Dynamic Shadow Distance Stationary Light: How far Cascaded Shadow Map dynamic shadows will cover for a stationary light, measured from the camera. A value of 0 disables the dynamic shadow.
- Type:
(float)
- property enable_light_shaft_occlusion: bool¶
[Read-Only] Enable Light Shaft Occlusion: Whether to occlude fog and atmosphere inscattering with screenspace blurred occlusion from this light.
- Type:
(bool)
- property far_shadow_cascade_count: int¶
[Read-Only] Far Shadow Cascade Count: 0: no DistantShadowCascades, otherwise the count of cascades between WholeSceneDynamicShadowRadius and DistantShadowDistance that are covered by distant shadow cascades.
- Type:
(int32)
- property far_shadow_distance: float¶
[Read-Only] Far Shadow Distance: Distance at which the far shadow cascade should end. Far shadows will cover the range between ‘Dynamic Shadow Distance’ and this distance.
- Type:
(float)
- property forward_shading_priority: int¶
[Read-Only] Forward Shading Priority: Forward lighting priority for the single directional light that will be used for forward shading, translucent, single layer water and volumetric fog. When two lights have equal priorities, the selection will be based on their overall brightness as a fallback.
- Type:
(int32)
- property light_shaft_override_direction: Vector¶
[Read-Only] Light Shaft Override Direction: Can be used to make light shafts come from somewhere other than the light’s actual direction. This will only be used when non-zero. It does not have to be normalized.
- Type:
(Vector)
- property light_source_angle: float¶
[Read-Only] Light Source Angle: Angle subtended by light source in degrees (also known as angular diameter). Defaults to 0.5357 which is the angle for our sun.
- Type:
(float)
- property light_source_soft_angle: float¶
[Read-Only] Light Source Soft Angle: Angle subtended by soft light source in degrees.
- Type:
(float)
- property modulated_shadow_color: Color¶
[Read-Only] Modulated Shadow Color: Color to modulate against the scene color when rendering modulated shadows. (mobile only)
- Type:
(Color)
- property movable_whole_scene_dynamic_shadow_radius: float¶
‘movable_whole_scene_dynamic_shadow_radius’ was renamed to ‘dynamic_shadow_distance_movable_light’.
- Type:
deprecated
- property occlusion_depth_range: float¶
[Read-Only] Occlusion Depth Range: Everything closer to the camera than this distance will occlude light shafts.
- Type:
(float)
- property occlusion_mask_darkness: float¶
[Read-Only] Occlusion Mask Darkness: Controls how dark the occlusion masking is, a value of 1 results in no darkening term.
- Type:
(float)
- property per_pixel_atmosphere_transmittance: bool¶
[Read-Only] Per Pixel Atmosphere Transmittance: Whether to apply atmosphere transmittance per pixel on opaque meshes, instead of using the light global transmittance. Note: VolumetricCloud per pixel transmittance option is selectable on the VolumetricCloud component itself.
- Type:
(bool)
- set_atmosphere_sun_light_index(new_value) None ¶
Set Atmosphere Sun Light Index
- Parameters:
new_value (int32) –
- set_cascade_distribution_exponent(new_value) None ¶
Set Cascade Distribution Exponent
- Parameters:
new_value (float) –
- set_cascade_transition_fraction(new_value) None ¶
Set Cascade Transition Fraction
- Parameters:
new_value (float) –
- set_dynamic_shadow_cascades(new_value) None ¶
Set Dynamic Shadow Cascades
- Parameters:
new_value (int32) –
- set_dynamic_shadow_distance_movable_light(new_value) None ¶
Set Dynamic Shadow Distance Movable Light
- Parameters:
new_value (float) –
- set_dynamic_shadow_distance_stationary_light(new_value) None ¶
Set Dynamic Shadow Distance Stationary Light
- Parameters:
new_value (float) –
- set_enable_light_shaft_occlusion(new_value) None ¶
Set Enable Light Shaft Occlusion
- Parameters:
new_value (bool) –
- set_light_shaft_override_direction(new_value) None ¶
Set Light Shaft Override Direction
- Parameters:
new_value (Vector) –
- set_light_source_soft_angle(new_value) None ¶
Set Light Source Soft Angle
- Parameters:
new_value (float) –
- set_occlusion_depth_range(new_value) None ¶
Set Occlusion Depth Range
- Parameters:
new_value (float) –
- set_occlusion_mask_darkness(new_value) None ¶
Set Occlusion Mask Darkness
- Parameters:
new_value (float) –
- set_shadow_cascade_bias_distribution(new_value) None ¶
Set Shadow Cascade Bias Distribution
- Parameters:
new_value (float) –
- set_shadow_distance_fadeout_fraction(new_value) None ¶
Set Shadow Distance Fadeout Fraction
- Parameters:
new_value (float) –
- set_shadow_source_angle_factor(new_value) None ¶
Set Shadow Source Angle Factor
- Parameters:
new_value (float) –
- property shadow_amount: float¶
[Read-Only] Shadow Amount: Control the amount of shadow occlusion. A value of 0 means no occlusion, thus no shadow.
- Type:
(float)
- property shadow_cascade_bias_distribution: float¶
[Read-Only] Shadow Cascade Bias Distribution: Controls the depth bias scaling across cascades. This allows to mitigage the shadow acne difference on shadow cascades transition. A value of 1 scales shadow bias based on each cascade size (Default). A value of 0 scales shadow bias uniformly accross all cacascade.
- Type:
(float)
- property shadow_distance_fadeout_fraction: float¶
[Read-Only] Shadow Distance Fadeout Fraction: Controls the size of the fade out region at the far extent of the dynamic shadow’s influence. This is specified as a fraction of DynamicShadowDistance.
- Type:
(float)
- property shadow_source_angle_factor: float¶
[Read-Only] Shadow Source Angle Factor: Shadow source angle factor, relative to the light source angle. Defaults to 1.0 to coincide with light source angle.
- Type:
(float)
- property stationary_whole_scene_dynamic_shadow_radius: float¶
‘stationary_whole_scene_dynamic_shadow_radius’ was renamed to ‘dynamic_shadow_distance_stationary_light’.
- Type:
deprecated
- property trace_distance: float¶
[Read-Only] Trace Distance: Determines how far shadows can be cast, in world units. Larger values increase the shadowing cost.
- Type:
(float)
- property use_inset_shadows_for_movable_objects: bool¶
[Read-Only] Use Inset Shadows for Movable Objects: Stationary lights only: Whether to use per-object inset shadows for movable components, even though cascaded shadow maps are enabled. This allows dynamic objects to have a shadow even when they are outside of the cascaded shadow map, which is important when DynamicShadowDistanceStationaryLight is small. If DynamicShadowDistanceStationaryLight is large (currently > 8000), this will be forced off. Disabling this can reduce shadowing cost significantly with many movable objects.
- Type:
(bool)