Expand description
Advanced lighting system.
Provides a full real-time lighting model for Proof Engine:
PointLight— omnidirectional point source with attenuationSpotLight— cone-shaped light with inner/outer angleDirectionalLight— infinite-distance parallel light (sun/moon)AmbientLight— global fill light with optional gradient skyLightProbe— pre-sampled spherical environment light at a pointShadowMap— depth buffer parameters for shadow renderingLightCuller— tile-based forward+ light cullingVolumetricConfig— god-ray / light shaft parametersLightManager— owns all lights, updates, culls
All attenuation models accept a custom MathFunction falloff for
mathematical attenuation curves beyond linear/quadratic.
Structs§
- Ambient
Light - Animated
Point Light - A point light with a live animation.
- Animated
Spot Light - A spot light with a live animation.
- CsmSystem
- Full cascaded shadow map system.
- Directional
Light - Disk
Light - Disk (circular) area light.
- Emissive
Accumulator - Accumulates auto-light-sources from bright/emissive glyphs.
- Emissive
Source - Exposure
Settings - HDR exposure and tonemapping settings.
- IblEnvironment
- Prefiltered environment map for image-based lighting.
- IesProfile
- A light intensity profile loaded from an IES (Illuminating Engineering Society) file.
- Light
Baker - CPU-side light baking utility.
- Light
Culler - Tile-based light culler: divides the screen into NxM tiles and assigns only the visible lights to each tile.
- LightId
- Light
Manager - Central light registry. Owns all lights and manages culling.
- Light
Map - A baked light map storing per-texel irradiance.
- Light
Probe - Pre-sampled spherical environment light at a world-space position.
- Light
Tile - Tile descriptor for tile-based forward+ light culling.
- PbrLighting
- Cook-Torrance PBR BRDF evaluated on the CPU.
- PbrMaterial
- Physical material parameters for PBR lighting.
- Point
Light - Rect
Light - Rectangular area light for soft illumination.
- Shadow
Cascade - Cascade definition for CSM (Cascaded Shadow Maps).
- Shadow
MapConfig - Spot
Light - Ssao
Config - Screen-space ambient occlusion parameters.
- Volumetric
Config - Volumetric light shaft / god ray parameters.
Enums§
- Attenuation
- How a light’s intensity falls off with distance.
- Light
Animation - How a light’s intensity varies over time.
- Tone
MapMode