light_environment

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Code classes:

Light env.png

light_environment is a point entity present in all Source games. It makes light come from skybox tool textures in the map in order to simulate sunlight. Only one can be used in a map. Multiple "sunlights" can be made with light_directional.

Keyvalues[edit | edit source]

Pitch (pitch) <integer>
Overrides the pitch in Pitch Yaw Roll. This is entirely useless, but VRAD ignores the regular one, so it must be specified. Note that this pitch is the negative of the regular one, so -90 is straight down. Both pitch values must be opposites, otherwise env_cascade_light will not cast shadows correctly.
Ambient (_ambient) <color255>
Color and intensity of the ambient light. Ambient light is added on all surfaces which have LOS to a skybox brush, without any regard for the sunlight's angle.
AmbientHDR (_ambientHDR) <color255>
If specified, ambient light settings for players with HDR turned on. The default -1 -1 -1 1 means the lightmap data will be the same, regardless of HDR. The lighting may still appear different ingame, due to HDR being on. Note: In L4d.pngL4d2-small.pngAsw.pngP2.pngCsgo-small.png HDR is on by default and can only be turned off with console commands, so setting this keyvalue is pointless.
AmbientScaleHDR (_AmbientScaleHDR) <float>
Multiplier for the color + intensity of ambient light for players with HDR turned on. (Works with AmbientHDR, though it doesn't make sense to use them together...)
SunSpreadAngle (SunSpreadAngle) <float>
How much the angles of the light particles can vary to simulate a penumbra effect. The lightmap scale of the brushes which light falls on also determines how blurry the shadows look.