env_world_lighting - AlpyneDreams/Source2Wiki GitHub Wiki

@pointclass iconsprite("materials/editor/light_env.vmat") global( worldlighting ) worldlighting() = env_world_lighting :
    "Internal entity dictating how global illumination is treated in-game"
[
    method(choices) : "Method" : 1 =
    [
        0 : "Discard"
        1 : "Bake Static Lighting"
        2 : "Ambient Occlusion"
        3 : "Quasi-Realtime Radiosity (Experimental)"
    ]
    primary_transfer_num_directional_samples(integer) : "Primary Transfer Samples" : 4096
    secondary_transfer_num_directional_samples(integer) : "Secondary Transfer Samples" : 4096
    primary_transfer_count(integer) : "Primary Transfer Count" : 32
    primary_sky_transfer_count(integer) : "Primary Sky Transfer Count" : 16
    secondary_transfer_count(integer) : "Secondary Transfer Count" : 32
    secondary_sky_transfer_count(integer) : "Secondary Sky Transfer Count" : 8
    keep_realtime_radiosity_data(boolean) : "Keep Realtime Radiosity Data" : 1
    autogen_irrads(boolean) : "Automatically Generate Irradiance Volumes" : 0
    autogen_irrads_width(float) : "Width of Auto-Generated Irradiance Volumes" : "2048.0"
    autogen_irrads_voxelsize(float) : "Voxel Size of Auto-Generated Irradiance Volumes" : "96.0"
    autogen_irrads_softness(float) : "Soft Overlap of Auto-Generated Irradiance Volumes" : "256.0"
    autogen_irrads_fademindist(float) : "Start Fade Dist of Auto-Generated Irradiance Volumes" : "1024.0"
    autogen_irrads_fadeaxdist(float) : "End Fade Dist of Auto-Generated Irradiance Volumes" : "1536.0"
]