Lighting parameters, allow configuration of the global lighting parameters. For details see Clustered Lighting.
atlasSplit: null | number[] = null;
Atlas textures split description, which applies to both the shadow and cookie texture atlas. Defaults to null, which enables to automatic split mode. For details, see Configuring Atlas Split.
debugLayer: number
Layer ID of a layer to contain the debug rendering of clustered lighting. Defaults to undefined, which disables the debug rendering. Debug rendering is only included in the debug version of the engine.
get areaLightsEnabled(): boolean
Gets whether clustered lighting supports area lights.
boolean
set areaLightsEnabled(value: boolean): void
Sets whether clustered lighting supports area lights. Defaults to false.
boolean
void
get cells(): Vec3
Gets the number of cells along each world space axis the space containing lights is subdivided into.
set cells(value: Vec3): void
Sets the number of cells along each world space axis the space containing lights is
subdivided into. Defaults to [10, 3, 10].
void
get cookieAtlasResolution(): number
Gets the resolution of the atlas texture storing all non-directional cookie textures.
number
set cookieAtlasResolution(value: number): void
Sets the resolution of the atlas texture storing all non-directional cookie textures. Defaults to 2048.
number
void
get cookiesEnabled(): boolean
Gets whether clustered lighting supports cookie textures.
boolean
set cookiesEnabled(value: boolean): void
Sets whether clustered lighting supports cookie textures. Defaults to false.
boolean
void
get maxLightsPerCell(): number
Gets the maximum number of lights a cell can store.
number
set maxLightsPerCell(value: number): void
Sets the maximum number of lights a cell can store. Defaults to 255.
number
void
get shadowAtlasResolution(): number
Gets the resolution of the atlas texture storing all non-directional shadow textures.
number
set shadowAtlasResolution(value: number): void
Sets the resolution of the atlas texture storing all non-directional shadow textures. Defaults to 2048.
number
void
get shadowsEnabled(): boolean
Gets whether clustered lighting supports shadow casting.
boolean
set shadowsEnabled(value: boolean): void
Sets whether clustered lighting supports shadow casting. Defaults to true.
boolean
void
get shadowType(): number
Gets the type of shadow filtering used by all shadows.
number
set shadowType(value: number): void
Sets the type of shadow filtering used by all shadows. Can be:
Defaults to SHADOW_PCF3_32F
number
void