Skip to content

Commit

Permalink
Set optional properties, improved documentation
Browse files Browse the repository at this point in the history
  • Loading branch information
AlejandroAlvarezMelucciDCL committed Jan 27, 2025
1 parent f0aede8 commit 728a3ac
Showing 1 changed file with 11 additions and 11 deletions.
22 changes: 11 additions & 11 deletions proto/decentraland/sdk/components/light_source.proto
Original file line number Diff line number Diff line change
Expand Up @@ -6,12 +6,12 @@ import "decentraland/common/texture.proto";
option (common.ecs_component_id) = 1079;

message PBLightSource {
bool active = 4; // default = true
decentraland.common.Color3 color = 1; // default = Color.white
float brightness = 2; // range from 1 (dim) to 100,000 (very bright), expressed in Lumens for Point and Spot
float range = 3; // default = 10, expressed in meters
ShadowType shadow = 5; // default = ShadowType.ST_NONE
decentraland.common.Texture cookies = 8; // (optional) Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window.
optional bool active = 4; // default = true, whether the lightSource is active or not.
optional decentraland.common.Color3 color = 1; // default = Color.white, the tint of the light, in RGB format where each component is a floating point value with a range from 0 to 1.
optional float brightness = 2; // default = 250, ranges from 1 (dim) to 100,000 (very bright), expressed in Lumens for Point and Spot.
optional float range = 3; // default = 10, how far the light travels, expressed in meters.
optional ShadowType shadow = 5; // default = ShadowType.ST_NONE The type of shadow the light source supports.
optional decentraland.common.Texture shadow_mask_texture = 8; // Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window.

oneof type {
Point point = 6;
Expand All @@ -21,13 +21,13 @@ message PBLightSource {
message Point {}

message Spot {
float inner_angle = 1; // default = 21.8. Inner angle can't be higher than outer angle, otherwise will default to same value. Min value is 0. Max value is 179
float outer_angle = 2; // default = 30. Outer angle can't be lower than inner angle, otherwise will inner angle will be set to same value. Max value is 179
optional float inner_angle = 1; // default = 21.8. Inner angle can't be higher than outer angle, otherwise will default to same value. Min value is 0. Max value is 179.
optional float outer_angle = 2; // default = 30. Outer angle can't be lower than inner angle, otherwise will inner angle will be set to same value. Max value is 179.
}

enum ShadowType {
ST_NONE = 0;
ST_SOFT = 1;
ST_HARD = 2;
ST_NONE = 0; // No shadows are cast from this LightSource.
ST_SOFT = 1; // More realistic type of shadow that reduces block artifacts, noise or pixelation, but requires more processing.
ST_HARD = 2; // Less realistic type of shadow but more performant, uses hard edges.
}
}

0 comments on commit 728a3ac

Please sign in to comment.