FalloffPower
F32 = 1 Passed to the shader with the polygon. How the shader uses it was not traced.
The definition of a LightRegionGeComponent: a light region placed as a polygon, on a LightRegionEntityTemplate. A light region gives one part of the map its own lighting and fog values; MapLightRegions describes those values.
When a light region changes, the client packs the polygons of the light regions of all active entities, with their values, and sends them to the light region shader. Regions of inactive entities are not packed.
F32 = 1 Passed to the shader with the polygon. How the shader uses it was not traced.
List2<Vec3> [
[-200, 0, 200],
[200, 0, 200],
[200, 0, 200],
[-200, 0, 200]
]Outline of the region, in the entity's local space. The client transforms the vertices by the entity's transform. The bounding rectangle of the outline in X and Z is sent to the shader with the vertices.
I8 = -1 Priority of the region. A negative value uses the Priority of parameters.
The lighting and fog values of the region, a 0x3069f601. If it is null, the region is skipped.
F32 = 0 Passed to the shader as its inverse. A value of 0 or less passes the largest float instead. How the shader uses it was not traced.
F32 = 1 Weight of the region. The client multiplies it by a scale that the entity's SequencerGeComponent can animate.