DirectionalLight_v5 Op
Directional light for phong shading
Summary (oneliner)
<p>This light illuminates the whole scene. It does not have a position, only a direction. You can think of it as a sunlight.</p>
- Ops.Gl.Phong.DirectionalLight_v5
- Core Op - Official cables op
- MIT
Documentation (markdown)
Issues
Example patch id
Youtube ids (comma seperated)
Op Licence
Caniuse query
INPUT PORTS
<p>Trigger input</p>
Light Attributes
<i>boolean</i>
)<p>intensity of the directional light</p>
Direction
<p>Direction X</p>
<p>Direction Y</p>
<p>Direction Z</p>
Color
<p>R color channel</p>
<p>G color channel</p>
<p>B color channel</p>
Specular Color
<p>specular reflection color channel R</p>
<p>specular reflection color channel G</p>
<p>specular reflection color channel B</p>
<i>boolean</i>
)<p>if activated, light will generate a shadow map to be used with the shadow material extension</p>
Shadow Map Settings
<i>boolean</i>
)<i>integer</i>
)<p>index of the map size</p>
Shadow Map Settings
<p>the size of the generated shadow map, possible values: 256, 512, 1024, 2048</p>
<p>strength of the shadows</p>
<p>L, R, Bottom and Top culling of the shadow map camera's frustum</p>
<p>near culling of the shadow map camera's frustum</p>
<p>far culling of the shadow map camera's frustum</p>
<p>biasing for the shadow comparison, refer to the shadow op for an in depth explanation</p>
<i>integer</i>
)<p>polygon offset for the shadow map rendering, refer to the shadow op for an in depth explanation</p>
<p>normal offset for the shadow map rendering, refer to the shadow op for an in depth explanation</p>
<p>blur factor for the VSM shadow algorithm, refer to the shadow op for an in depth explanation</p>
Advanced Options
<i>boolean</i>
)<i>integer</i>
)Advanced Options
<p>MSAA factor</p>
<i>integer</i>
)Advanced Options
<p>texture filter type</p>
<i>integer</i>
)Advanced Options
<p>anisotropic factor</p>
OUTPUT PORTS
<p>trigger output</p>
<p>generated shadow map output</p>