HdrScale
F32 = 5 Extra multiplier on the colour, used only by PBR-style shaders. Non-PBR environment and character shaders ignore it.
A point light placed on the map. It lights in every direction from the position in
its transform, out to radius.
It is drawn only on a map that has a MapDynamicLighting component. That page describes which surfaces take the light, the falloff, the masks and the light types.
The light is set up once, when the object loads: position, colour, radius and masks are
copied from the properties. Without an UpdaterType nothing changes them afterwards.
F32 = 5 Extra multiplier on the colour, used only by PBR-style shaders. Non-PBR environment and character shaders ignore it.
U8 = 3 Which kind of surface the light reaches. Bit 0x1 is environment, bit 0x2 is
characters.
U8 = 1 Bitmask of light channels. The light reaches an object only when the object's own light channels share a bit with it.
Selects a per-frame updater for the light. Not yet traced.
Ties the light to a map visibility state. The light is registered only if the controller reports visible when the object loads, and while it is drawn its colour is scaled by the controller's fade weight.
F32 = 1 Multiplier on lightColor. On non-PBR surfaces the lit result is clamped, so a large
value turns everything inside the radius white instead of tinting it.
Vec4 = [1, 1, 1, 1] Colour of the light. The red, green and blue values are multiplied by intensityScale;
alpha is not used. Values above 1 are allowed and make the light brighter.
F32 = 500 Reach of the light, in world units. Brightness falls off linearly from the position and is zero at this distance.
U8 = 1 How the light is drawn: 0 stationary, 1 dynamic without a shadow, 2 dynamic with
a shadow map. See the light types on
MapDynamicLighting.