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- @pointclass iconsprite("materials/editor/light_env.vmat") global( worldlighting ) worldlighting() = env_world_lighting :
- "Internal entity dictating how global illumination is treated in-game"
- [
- method(choices) : "Method" : 1 =
- [
- 0 : "Discard"
- 1 : "Bake Static Lighting"
- 2 : "Ambient Occlusion"
- 3 : "Quasi-Realtime Radiosity (Experimental)"
- ]
- primary_transfer_num_directional_samples(integer) : "Primary Transfer Samples" : 4096
- secondary_transfer_num_directional_samples(integer) : "Secondary Transfer Samples" : 4096
- primary_transfer_count(integer) : "Primary Transfer Count" : 32
- primary_sky_transfer_count(integer) : "Primary Sky Transfer Count" : 16
- secondary_transfer_count(integer) : "Secondary Transfer Count" : 32
- secondary_sky_transfer_count(integer) : "Secondary Sky Transfer Count" : 8
- keep_realtime_radiosity_data(boolean) : "Keep Realtime Radiosity Data" : 1
- autogen_irrads(boolean) : "Automatically Generate Irradiance Volumes" : 0
- autogen_irrads_width(float) : "Width of Auto-Generated Irradiance Volumes" : "2048.0"
- autogen_irrads_voxelsize(float) : "Voxel Size of Auto-Generated Irradiance Volumes" : "96.0"
- autogen_irrads_softness(float) : "Soft Overlap of Auto-Generated Irradiance Volumes" : "256.0"
- autogen_irrads_fademindist(float) : "Start Fade Dist of Auto-Generated Irradiance Volumes" : "1024.0"
- autogen_irrads_fadeaxdist(float) : "End Fade Dist of Auto-Generated Irradiance Volumes" : "1536.0"
- ]
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