LightShaftComponent Class
Namespace: Stride.EngineAssembly: Stride.Engine.dll
The source for light shafts, should be placed on the same entity as the light component which will be used for light shafts
Derived from LightShaftComponent:
[Display("Light shaft", null, Expand = ExpandRule.Always)]
[DataContract("LightShaftComponent")]
[DefaultEntityComponentRenderer(typeof(LightShaftProcessor))]
[ComponentCategory("Lights")]
public class LightShaftComponent : ActivableEntityComponent, IIdentifiable
| Name | Description | |
|---|---|---|
| Properties | ||
| DensityFactor | Density of the light shaft fog |
|
| SampleCount | Number of samples taken per pixel |
|
| SeparateBoundingVolumes | If true, all bounding volumes will be drawn one by one. |
|
Properties
DensityFactor
Density of the light shaft fog
[Display("Density", null)]
public float DensityFactor { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single |
SampleCount
Number of samples taken per pixel
[DataMemberRange(1, 0)]
public int SampleCount { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
SeparateBoundingVolumes
If true, all bounding volumes will be drawn one by one.
[Display("Process bounding volumes separately", null)]
public bool SeparateBoundingVolumes { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
Remarks
If this is off, the light shafts might be lower in quality if the bounding volumes overlap (in the same pixel). If this is on, and the bounding volumes overlap (in space), the light shafts inside the overlapping area will become twice as bright.