Light
Point
This is a simple point light shader emitting light uniformly
in all directions.
mib_light_point
color "mib_light_point" (
color "color",
boolean "shadow",
scalar "factor",
boolean "atten",
scalar "start",
scalar "stop")
- color
- is the light color.
- shadow
- if true, enables shadows. The light will be
diminished or blocked by occluding objects between the light and
the illuminated object.
- factor
- only has an effect if shadows are enabled, and
blends from the shadow color (0, the default) to the light color
(1). Effectively, values greater than 0 let the light penetrate
occluding objects. At 1, no shadows appear.
- atten
- if true, enables distance attenuation such that
the light intensity begins to fall off at the distance
start and fades up the distance stop, where no
light remains.
- start
- only has an effect if distance attenuation is
enabled. It specifies the distance from the light where
attenuation begins.
- stop
- only has an effect if distance attenuation is
enabled. It specifies the maximum distance reached by the
light.
Spot
The spot light is similar to the point light, except that it
also supports angle attenuation based on the light direction. It
takes the light direction and the spread (the cosine of the outer
boundary angle) from the light definition.
mib_light_spot
color "mib_light_spot" (
color "color",
boolean "shadow",
scalar "factor",
boolean "atten",
scalar "start",
scalar "stop",
scalar "cone")
- color
- is the light color.
- shadow
- if true, enables shadows. The light will be
diminished or blocked by occluding objects between the light and
the illuminated object.
- factor
- only has an effect if shadows are enabled, and
blends from the shadow color (0, the default) to the light color
(1). Effectively, values greater than 0 let the light penetrate
occluding objects. At 1, no shadows appear.
- atten
- if true, enables distance attenuation such that
the light intensity begins to fall off at the distance
start and fades up the distance stop, where no
light remains.
- start
- only has an effect if distance attenuation is
enabled. It specifies the distance from the light where
attenuation begins.
- stop
- only has an effect if distance attenuation is
enabled. It specifies the maximum distance reached by the
light.
- cone
- specifies the cosine of the angle of the inner
cone that illuminates with full intensity, in degrees. The value
must be in the range 0 (hemisphere) to 1 (null diameter). The
cone cannot exceed the spread angle from the light
definition.
Infinite
Infinite (directional) lights cast parallel rays in the light
direction. The origin is infinitely far away (and left
unspecified), and there is no distance attenuation.
mib_light_infinite
color "mib_light_infinite" (
color "color",
boolean "shadow",
scalar "factor")
- color
- is the light color.
- shadow
- if true, enables shadows. The light will be
diminished or blocked by occluding objects between the light and
the illuminated object.
- factor
- only has an effect if shadows are enabled, and
blends from the shadow color (0, the default) to the light color
(1). Effectively, values greater than 0 let the light penetrate
occluding objects. At 1, no shadows appear.
Photometric
This is a variation of a simple point light shader emitting
light according to the distribution determined by a light
profile. This shader also honors the decay rate.
mib_light_photometric
color "mib_light_photometric" (
color "color",
boolean "shadow",
scalar "factor",
boolean "atten",
scalar "start",
scalar "stop",
lightprofile "profile")
- color
- is the light color.
- shadow
- if true, enables shadows. The light will be
diminished or blocked by occluding objects between the light and
the illuminated object.
- factor
- only has an effect if shadows are enabled, and
blends from the shadow color (0, the default) to the light color
(1). Effectively, values greater than 0 let the light penetrate
occluding objects. At 1, no shadows appear.
- atten
- if true, enables distance attenuation such that
the light intensity begins to fall off at the distance
start and fades up the distance stop, where no
light remains.
- start
- only has an effect if distance attenuation is
enabled. It specifies the distance from the light where
attenuation begins.
- profile
- is a light profile describing the intensity
distribution of the light with respect to the emission direction.
If no light profile is provided the light behaves like a uniform
point light.
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