Table of Contents

Class LightShaftComponent

Namespace
Stride.Engine
Assembly
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

[Display("Light shaft", null, Expand = ExpandRule.Always)]
[DataContract("LightShaftComponent")]
[DefaultEntityComponentRenderer(typeof(LightShaftProcessor))]
[ComponentCategory("Lights")]
public class LightShaftComponent : ActivableEntityComponent, IIdentifiable
Inheritance
LightShaftComponent
Implements
Inherited Members

Properties

DensityFactor

Density of the light shaft fog

[Display("Density", null)]
public float DensityFactor { get; set; }

Property Value

float

SampleCount

Number of samples taken per pixel

[DataMemberRange(1, 0)]
public int SampleCount { get; set; }

Property Value

int

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

bool

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.