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 carried by a
shimmer emitter. It is not one of the five
named slots: it goes in the components list of the emitter's
VfxComponents graph.
There is one light per emitter, never one per particle. The light is created with the emitter and removed with it, but it is lit only while the emitter has at least one live particle:
lightColor and radius
and refreshes the position.lightColor and radius are evaluated for the emitter's first particle, so a
driver that follows particle age follows that one particle.
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.
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.
Bool = false Where the light sits. When false it sits at the particle system's world position.
When true it follows the emitter's first particle.
Colour of the light, as a driver-graph value. The red, green and blue values are used as they are; values above 1 make the light brighter. Left unset, the light is white.
VfxColorConstantDriver in the property's Vector4 slot.Reach of the light, in world units, as a driver-graph value. Brightness falls off linearly and is zero at this distance.
VfxFloatConstantDriver in the property's Float slot.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.