"lang"
{
"Tokens"
{
"Attribute.light_barn.bakespeculartocubemaps:name_ref" "Bake Specular to Cubemaps"
"Attribute.light_barn.bakespeculartocubemaps:help_ref" "Bake specular into cubemaps. Only works when Direct Lighting Type is set to Baked."
"Attribute.light_barn.bakespeculartocubemaps:help" "Requirements: Render To Cubemaps enabled, Direct Lighting must be set to Static. Choose a proxy shape to represent the light source to be baked into cubemaps for specular lighting. Preview using r_render_to_cubemap_debug."
"Attribute.light_barn.rendertocubemaps:name_ref" "Render to Cubemaps"
"Attribute.light_barn.rendertocubemaps:help_ref" "If true, illumination from this light renders into baked cube maps."
"Attribute.light_barn.rendertocubemaps:help" "If true, illumination from this light renders into baked cube maps. Preview using r_render_to_cubemap_debug."
"Attribute.light_barn.bakespeculartocubemaps_size:name_ref" "Bake Specular to Cubemaps Size"
"Attribute.light_barn.bakespeculartocubemaps_size:help" "Size of the proxy shape to represent the light source to be baked into cubemaps for specular lighting. Preview using r_render_to_cubemap_debug."
"Attribute.light_rect.rendertocubemaps:name_ref" "Render to Cubemaps"
"Attribute.light_rect.rendertocubemaps:help_ref" "If true, illumination from this light renders into baked cube maps."
"Attribute.light_rect.rendertocubemaps:help" "If true, illumination from this light renders into baked cube maps. Preview using r_render_to_cubemap_debug."
"Attribute.light_rect.bakespeculartocubemaps:name_ref" "Bake Specular to Cubemaps"
"Attribute.light_rect.bakespeculartocubemaps:help_ref" "Bake specular into cubemaps."
"Attribute.light_rect.bakespeculartocubemaps:help" "Requirements: Render To Cubemaps enabled, Direct Lighting Static. Bake specular lighting into cubemaps. Preview using r_render_to_cubemap_debug."
"Attribute.light_barn.brightness:name_ref" "Brightness (EV)"
"Attribute.light_barn.brightness" "Exposure Value"
"Attribute.light_barn.brightness:help_ref" "Brightness (EV)"
"Attribute.light_barn.brightness:help" "On-screen brightness of a white point directly facing the light source 100 units away, in powers of 2. A light with EV=1 is 2x brighter than a light with EV=0, 4x with EV=2, 8x with EV=3, and so on."
"Attribute.light_barn.brightness_units:name_ref" "Units"
"Attribute.light_barn.brightness_units:help_ref" "Brightness Units"
"Attribute.light_barn.brightness_units:help" "Units for specifying the brightness of the light source."
"Attribute.light_barn.brightness_lumens:name_ref" "Brightness (Lumens)"
"Attribute.light_barn.brightness_lumens" "Lumens"
"Attribute.light_barn.brightness_lumens:help_ref" "Brightness in lumens"
"Attribute.light_barn.brightness_lumens:help" "Total amount of visible light energy emitted, in lumens. The default omni-directional light is calibrated at 1000 lumens, typical for a 60 Watt incandescent bulb."
"Attribute.light_barn.brightness_legacy:name_ref" "Legacy"
"Attribute.light_barn.brightness_legacy:help_ref" "Legacy brightness value"
"Attribute.light_barn.brightness_legacy:help" "Exposure Value but specified as a scale value instead of powers of 2."
"Attribute.light_rect.brightness:name_ref" "Brightness (EV)"
"Attribute.light_rect.brightness" "Exposure Value"
"Attribute.light_rect.brightness:help_ref" "Logarithmic Brightness"
"Attribute.light_rect.brightness:help" "On-screen brightness of a white point directly facing the light source 100 units away, in powers of 2. A light with EV=1 is 2x brighter than a light with EV=0, 4x with EV=2, 8x with EV=3, and so on."
"Attribute.light_rect.brightness_units:name_ref" "Units"
"Attribute.light_rect.brightness_units:help_ref" "Brightness Units"
"Attribute.light_rect.brightness_units:help" "Units for specifying the brightness of the light source."
"Attribute.light_rect.brightness_lumens:name_ref" "Brightness (Lumens)"
"Attribute.light_rect.brightness_lumens" "Lumens"
"Attribute.light_rect.brightness_lumens:help_ref" "Brightness in lumens. (See Light Units group for alternative units of measurement)."
"Attribute.light_rect.brightness_lumens:help" "Total amount of visible light energy emitted, in lumens. The default omni-directional light is calibrated at 1000 lumens, typical for a 60 Watt incandescent bulb."
"Attribute.light_rect.brightness_nits:name_ref" "Nits"
"Attribute.light_rect.brightness_nits" "Nits"
"Attribute.light_rect.brightness_nits:help_ref" "Brightness in nits"
"Attribute.light_rect.brightness_nits:help" "Amount of light energy emitted per square meter per projected steradian, in nits. Controls the brightness of specular highlights and directly-viewed light geometry."
"Attribute.light_rect.brightness_legacy:name_ref" "Legacy"
"Attribute.light_rect.brightness_legacy:help_ref" "Legacy brightness value"
"Attribute.light_rect.brightness_legacy:help" "Exposure Value but specified as a scale value instead of powers of 2."
"Attribute.light_rect.brightness_candelas:name_ref" "Candelas"
"Attribute.light_rect.brightness_candelas" "Candela"
"Attribute.light_rect.brightness_candelas:help_ref" "Brightness in candelas"
"Attribute.light_rect.brightness_candelas:help" "Amount of light energy emitted per steradian of solid angle, in candela."
"Attribute.light_omni2.brightness:name_ref" "Brightness (EV)"
"Attribute.light_omni2.brightness:help_ref" "Logarithmic Brightness"
"Attribute.light_omni2.brightness:help" "On-screen brightness of a white point directly facing the light source 100 units away, in powers of 2. A light with EV=1 is 2x brighter than a light with EV=0, 4x with EV=2, 8x with EV=3, and so on."
"Attribute.light_omni2.brightness_units:name_ref" "Units"
"Attribute.light_omni2.brightness_units:help_ref" "Brightness Units"
"Attribute.light_omni2.brightness_units:help" "Units for specifying the brightness of the light source."
"Attribute.light_omni2.brightness_lumens:name_ref" "Brightness (Lumens)"
"Attribute.light_omni2.brightness_lumens" "Lumens"
"Attribute.light_omni2.brightness_lumens:help_ref" "Brightness in lumens"
"Attribute.light_omni2.brightness_lumens:help" "Total amount of visible light energy emitted, in lumens. The default omni-directional light is calibrated at 1000 lumens, typical for a 60 Watt incandescent bulb."
"Attribute.light_omni2.brightness_candelas:name_ref" "Candelas"
"Attribute.light_omni2.brightness_candelas" "Candela"
"Attribute.light_omni2.brightness_candelas:help_ref" "Brightness in candelas"
"Attribute.light_omni2.brightness_candelas:help" "Amount of light energy emitted per steradian of solid angle, in candela."
"Attribute.light_omni2.brightness_nits:name_ref" "Nits"
"Attribute.light_omni2.brightness_nits" "Nits"
"Attribute.light_omni2.brightness_nits:help_ref" "Brightness in nits"
"Attribute.light_omni2.brightness_nits:help" "Amount of light energy emitted per square meter per projected steradian, in nits. Controls the brightness of specular highlights and directly-viewed light geometry."
"Attribute.light_omni2.brightness_legacy:name_ref" "Legacy"
"Attribute.light_omni2.brightness_legacy:help_ref" "Legacy brightness value"
"Attribute.light_omni2.brightness_legacy:help" "Exposure Value but specified as a scale value instead of powers of 2."
"Attribute.light_barn.shadowpriority:name_ref" "Shadow Priority"
"Attribute.light_barn.shadowpriority:help" "Priority for the light's shadowmap. Shadowmaps are allocated from highest-to-lowest priority, favoring lights with stationary shadows within each priority.
\"Low\" is below the default priority."
"Attribute.light_rect.shadowpriority:name_ref" "Shadow Priority"
"Attribute.light_rect.shadowpriority:help" "Priority for the light's shadowmap. Shadowmaps are allocated from highest-to-lowest priority, favoring lights with stationary shadows within each priority.
\"Low\" is below the default priority."
"Attribute.light_omni2.shadowpriority:name_ref" "Shadow Priority"
"Attribute.light_omni2.shadowpriority:help" "Priority for the light's shadowmap. Shadowmaps are allocated from highest-to-lowest priority, favoring lights with stationary shadows within each priority.
\"Low\" is below the default priority."
"Attribute.light_omni2.directlight:name_ref" "Direct Lighting Type"
"Attribute.light_omni2.directlight:help_ref" "How direct lighting should be represented: Static=Fully baked into lightmap (cheapest), Stationary=Dynamic direct light with baked shadows, Dynamic=Fully dynamic (Most expensive)"
"Attribute.light_omni2.directlight:help" "Controls direct lighting rendering.
None: No direct lighting. Bounce and volumetric lighting controlled separately.
Static: Baked. Cannot change at runtime, shadows precalculated.
Stationary: Can be changed at runtime (light styles, enable/disable, brightness, color, etc) but not moved. Shadows affect dynamic objects and are baked into the map.
Dynamic: Fully dynamic."
"Attribute.light_barn.directlight:name_ref" "Direct Lighting Type"
"Attribute.light_barn.directlight:help_ref" "How direct lighting should be represented: Static=Fully baked into lightmap (cheapest), Stationary=Dynamic direct light with baked shadows, Dynamic=Fully dynamic (Most expensive)"
"Attribute.light_barn.directlight:help" "Controls direct lighting rendering.
None: No direct lighting. Bounce and volumetric lighting controlled separately.
Static: Cannot change at runtime, shadows precalculated.
Stationary: Can be changed at runtime (light styles, enable/disable, brightness, color, etc) but not moved. Shadows are dynamic.
Dynamic: Fully dynamic."
"Attribute.light_rect.directlight:name_ref" "Direct Lighting"
"Attribute.light_rect.directlight:help_ref" "How direct lighting should be represented"
"Attribute.light_rect.directlight:help" "Controls direct lighting rendering.
None: No direct lighting. Bounce and volumetric lighting controlled separately.
Static: Cannot change at runtime, shadows precalculated.
Stationary: Can be changed at runtime (light styles, enable/disable, brightness, color, etc) but not moved. Shadows are dynamic.
Dynamic: Fully dynamic."
"Attribute.light_barn.enabled:name_ref" "Enabled"
"Attribute.light_barn.enabled:help" "Enable or disable the light. Has no effect on Direct Lighting when set to Static."
"Attribute.light_rect.enabled:name_ref" "Enabled"
"Attribute.light_rect.enabled:help" "Enable or disable the light. Has no effect on Direct Lighting when set to Static."
"Attribute.light_omni2.enabled:name_ref" "Enabled"
"Attribute.light_omni2.enabled:help" "Enable or disable the light. Has no effect on Direct Lighting when set to Static."
"Attribute.light_barn.bouncescale:name_ref" "Bounce Light Multiplier"
"Attribute.light_barn.bouncescale:help" "Scale value for indirect illumination.
Values other than 1.0 disrupt the balance between direct and indirect illumination. Consider using post-processing instead."
"Attribute.light_rect.bouncescale:name_ref" "Indirect Light Multiplier"
"Attribute.light_rect.bouncescale:help_ref" "Increases the intensity of a lights' Indirect (bounce) light"
"Attribute.light_rect.bouncescale:help" "Scale value for indirect illumination.
Values other than 1.0 disrupt the balance between direct and indirect illumination. Use cautiously."
"Attribute.light_omni2.bouncescale:name_ref" "Indirect Light Multiplier"
"Attribute.light_omni2.bouncescale:help_ref" "Increases the intensity of a lights' Indirect (bounce) light."
"Attribute.light_omni2.bouncescale:help" "Scale value for indirect illumination.
Values other than 1.0 disrupt the balance between direct and indirect illumination, use cautiously"
"Attribute.light_barn.fogmixedshadows:name_ref" "Volumetric Stationary Shadows"
"Attribute.light_barn.fogmixedshadows:help_ref" "For stationary lights, use LPV (lower-resolution) shadow data for static geometry instead of a shadowmap"
"Attribute.light_barn.fogmixedshadows:help" "For stationary lights, use LPV (lower-resolution) shadow data for static geometry instead of a shadowmap
(TLDR: lower-resolution shadows from static geometry, in trade for much better CPU performance)"
"Attribute.light_barn.luminaire_shape:name_ref" "Light Source Type"
"Attribute.light_barn.luminaire_shape" "Luminaire Type"
"Attribute.light_barn.luminaire_shape:help_ref" "Point or area light shapes. Point produces sharp shadows whereas Disk and Rectangle are area lights, with shadow softness/falloff influenced by the Area Light Size/Width."
"Attribute.light_barn.luminaire_size:name_ref" "Area Light Size"
"Attribute.light_barn.luminaire_size" "Luminaire Size"
"Attribute.light_barn.luminaire_size:help_ref" "Light source area size, this affects how light/shadows are diffused as they falloff from the light source - Larger sizes produce softer lighting. NOTE: Light Source Type: Point ignores this setting as it is not an area light"
"Attribute.light_barn.luminaire_anisotropy:name_ref" "Area Light Width"
"Attribute.light_barn.luminaire_anisotropy" "Luminaire Aspect Ratio"
"Attribute.light_barn.luminaire_anisotropy:help_ref" "Scales the light source shape non-uniformly in x/y. NOTE: Light Source Type: Point ignores this setting as it is not an area light"
}
}