"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"
}
}