"lang" { "Tokens" { "Attribute.light_environment.bouncescale:name_ref" "Indirect Light Multiplier" "Attribute.light_environment.bouncescale:help" "Scale value for indirect illumination from the solar disk only.
Values other than 1.0 disrupt the balance between direct and indirect illumination. Use cautiously." "Attribute.light_environment.skycolor:name_ref" "Simple Sky Color" "Attribute.light_environment.skycolor:help_ref" "Uses a flat color for the sky lighting. Can be a good starting point but you can get much higher quality lighting by using an IBL/env_sky." "Attribute.light_environment.skycolor:help" "Uses a flat color for the sky lighting. Can be a good starting point but you can get much higher quality lighting by using an IBL/env_sky." "Attribute.light_environment.skyintensity:name_ref" "Simple Sky Intensity" "Attribute.light_environment.skyintensity:help_ref" "Scales the intensity of the Simple Sky Color." "Attribute.light_environment.skyintensity:help" "Scales the intensity of the Simple Sky Color." "Attribute.light_environment.skytexturescale:name_ref" "IBL Sky Scale" "Attribute.light_environment.skytexturescale:help_ref" "Scale value for IBL intensity fine-tuning" "Attribute.light_environment.skytexturescale:help" "Scale value for IBL intensity fine-tuning" "Attribute.light_environment.skybouncescale:name_ref" "Sky Indirect Multiplier" "Attribute.light_environment.skybouncescale:help" "Scale value for indirect illumination from the sky dome only.
Values other than 1.0 disrupt the balance between direct and indirect illumination. Use cautiously" "Attribute.light_environment.directlight:name_ref" "Direct Lighting Type" "Attribute.light_environment.directlight:help_ref" "How direct lighting should be represented" "Attribute.light_environment.directlight:help" "How Direct Lighting will be computed / Stored. Baked = Light fully baked into lightmaps. Light will have no specular component. Stationary = Light computed at runtime, but shadows for static objects are precomputed. Dynamic = Light computed at runtime, shadows are fully dynamic (most expensive on CPU and GPU)" "Attribute.light_environment.bouncelight:name_ref" "Indirect Light Type" "Attribute.light_environment.bouncelight:help_ref" "How indirect (bounce) light should be computed" "Attribute.light_environment.bouncelight:help" "Indirect lighting mode. Default = Automatically based on Direct Lighting mode. For Baked + Stationary lights, will be Baked. For Dynamic, will be None. Baked = Indirect light will be baked into the lightmap. Dynamic = Indirect light will be computed at realtime" } }