Struct bevy::pbr::SpotLight

pub struct SpotLight {
    pub color: Color,
    pub intensity: f32,
    pub range: f32,
    pub radius: f32,
    pub shadows_enabled: bool,
    pub shadow_depth_bias: f32,
    pub shadow_normal_bias: f32,
    pub outer_angle: f32,
    pub inner_angle: f32,
}
Expand description

A light that emits light in a given direction from a central point. Behaves like a point light in a perfectly absorbant housing that shines light only in a given direction. The direction is taken from the transform, and can be specified with Transform::looking_at.

Fields§

§color: Color§intensity: f32§range: f32§radius: f32§shadows_enabled: bool§shadow_depth_bias: f32§shadow_normal_bias: f32

A bias applied along the direction of the fragment’s surface normal. It is scaled to the shadow map’s texel size so that it can be small close to the camera and gets larger further away.

§outer_angle: f32

Angle defining the distance from the spot light direction to the outer limit of the light’s cone of effect. outer_angle should be < PI / 2.0. PI / 2.0 defines a hemispherical spot light, but shadows become very blocky as the angle approaches this limit.

§inner_angle: f32

Angle defining the distance from the spot light direction to the inner limit of the light’s cone of effect. Light is attenuated from inner_angle to outer_angle to give a smooth falloff. inner_angle should be <= outer_angle

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