If true the light will affect non-lightmapped objects.
If true the light will affect lightmapped objects.
If true the light will be rendered into lightmaps.
If true and bake
is true, the light's direction will contribute to directional lightmaps.
The distribution of subdivision of the camera frustum for individual shadow cascades.
If true, the light will cause shadow casting models to cast shadows.
An array of 3 numbers that represents the color of the emitted light.
The id of a projection texture asset. Must be 2D for spot and cubemap for omni (ignored if incorrect type is used).
Angle for spotlight cookie rotation.
The id of a texture asset that represents that light cookie.
Color channels of the projection texture to use. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.
Toggle normal spotlight falloff when projection texture is used. When set to false, spotlight will work like a pure texture projector (only fading with distance).
Projection texture intensity.
Spotlight cookie position offset.
Spotlight cookie scale.
Whether the component is enabled.
Controls the rate at which a light attenuates from its position.
The angle at which the spotlight cone starts to fade off. The angle is specified in degrees. Affects spot lights only.
The intensity of the light, this acts as a scalar value for the light's color. This value can exceed 1.
Mark light as non-movable (optimization).
An array of layer id's that this light will affect.
Normal offset depth bias.
Number of shadow cascades.
The angle at which the spotlight cone has faded to nothing. The angle is specified in degrees. Affects spot lights only.
The distance from the spotlight source at which its contribution falls to zero.
Light Component Properties.