Lighting
Point Lights
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
With: Creates a point light.
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Shadow caster shadow_caster
Enables a light to cast real‑time shadows with configurable map resolution, depth range, and (for directional lights) cascades.
accumulateShadowCascades
Boolean
Default:true
Directional lights only: blend/accumulate all cascades to reduce visible transitions between splits.
Directional lights only: blend/accumulate all cascades to reduce visible transitions between splits.
bias
Float
Default:0.004
Depth bias applied during shadow tests to reduce self‑shadowing (acne). Increase to mitigate artifacts; too high causes peter‑panning.
Depth bias applied during shadow tests to reduce self‑shadowing (acne). Increase to mitigate artifacts; too high causes peter‑panning.
cascadeCount
Byte
Default:4(Quad Cascade)
Directional lights only: number of cascades for CSM. 0 = static shadow map, 1–4 = increasing cascade count.
0Static Shadow Map1Single Cascade2Dual Cascade3Triple Cascade4Quad Cascade
Directional lights only: number of cascades for CSM. 0 = static shadow map, 1–4 = increasing cascade count.
cascadeSplitLambda
Float
Default:0.94
Directional lights only: cascade split distribution for CSM. 0 = uniform (linear) splits; 1 = logarithmic (more resolution near the camera). Values in [0,1] blend between the two.
Directional lights only: cascade split distribution for CSM. 0 = uniform (linear) splits; 1 = logarithmic (more resolution near the camera). Values in [0,1] blend between the two.
farDist
Float(m)
Default:100
Shadow camera far clip distance (meters). Use the smallest range that contains casters/receivers.
Shadow camera far clip distance (meters). Use the smallest range that contains casters/receivers.
nearDist
Float(m)
Default:0.1
Shadow camera near clip distance (meters). Tighten to improve depth precision.
Shadow camera near clip distance (meters). Tighten to improve depth precision.
quality
Integer
Default:1024(Low (1024x1024))
Shadow map resolution (pixels per side). Higher values increase detail at the cost of memory and performance.
256Ultra-Low (256x256)512Very Low (512x512)1024Low (1024x1024)2048Medium-Low (2048x2048)3072Medium (3072x3072)4096Medium High (4096x4096)6144High (6144x6144)8192Ultra High (8192x8192)
Shadow map resolution (pixels per side). Higher values increase detail at the cost of memory and performance.
Creates a point light with shadows using a cubemap as the shadow map (adds 6 cameras).
Directional Lights
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Creates a directional light.
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Shadow caster shadow_caster
Enables a light to cast real‑time shadows with configurable map resolution, depth range, and (for directional lights) cascades.
accumulateShadowCascades
Boolean
Default:true
Directional lights only: blend/accumulate all cascades to reduce visible transitions between splits.
Directional lights only: blend/accumulate all cascades to reduce visible transitions between splits.
bias
Float
Default:0.004
Depth bias applied during shadow tests to reduce self‑shadowing (acne). Increase to mitigate artifacts; too high causes peter‑panning.
Depth bias applied during shadow tests to reduce self‑shadowing (acne). Increase to mitigate artifacts; too high causes peter‑panning.
cascadeCount
Byte
Default:4(Quad Cascade)
Directional lights only: number of cascades for CSM. 0 = static shadow map, 1–4 = increasing cascade count.
0Static Shadow Map1Single Cascade2Dual Cascade3Triple Cascade4Quad Cascade
Directional lights only: number of cascades for CSM. 0 = static shadow map, 1–4 = increasing cascade count.
cascadeSplitLambda
Float
Default:0.94
Directional lights only: cascade split distribution for CSM. 0 = uniform (linear) splits; 1 = logarithmic (more resolution near the camera). Values in [0,1] blend between the two.
Directional lights only: cascade split distribution for CSM. 0 = uniform (linear) splits; 1 = logarithmic (more resolution near the camera). Values in [0,1] blend between the two.
farDist
Float(m)
Default:100
Shadow camera far clip distance (meters). Use the smallest range that contains casters/receivers.
Shadow camera far clip distance (meters). Use the smallest range that contains casters/receivers.
nearDist
Float(m)
Default:0.1
Shadow camera near clip distance (meters). Tighten to improve depth precision.
Shadow camera near clip distance (meters). Tighten to improve depth precision.
quality
Integer
Default:1024(Low (1024x1024))
Shadow map resolution (pixels per side). Higher values increase detail at the cost of memory and performance.
256Ultra-Low (256x256)512Very Low (512x512)1024Low (1024x1024)2048Medium-Low (2048x2048)3072Medium (3072x3072)4096Medium High (4096x4096)6144High (6144x6144)8192Ultra High (8192x8192)
Shadow map resolution (pixels per side). Higher values increase detail at the cost of memory and performance.
Creates a directional light with shadows (adds as many cameras as needed based on the cascades setting).
Sun
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Creates a sun light.
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Shadow caster shadow_caster
Enables a light to cast real‑time shadows with configurable map resolution, depth range, and (for directional lights) cascades.
accumulateShadowCascades
Boolean
Default:true
Directional lights only: blend/accumulate all cascades to reduce visible transitions between splits.
Directional lights only: blend/accumulate all cascades to reduce visible transitions between splits.
bias
Float
Default:0.004
Depth bias applied during shadow tests to reduce self‑shadowing (acne). Increase to mitigate artifacts; too high causes peter‑panning.
Depth bias applied during shadow tests to reduce self‑shadowing (acne). Increase to mitigate artifacts; too high causes peter‑panning.
cascadeCount
Byte
Default:4(Quad Cascade)
Directional lights only: number of cascades for CSM. 0 = static shadow map, 1–4 = increasing cascade count.
0Static Shadow Map1Single Cascade2Dual Cascade3Triple Cascade4Quad Cascade
Directional lights only: number of cascades for CSM. 0 = static shadow map, 1–4 = increasing cascade count.
cascadeSplitLambda
Float
Default:0.94
Directional lights only: cascade split distribution for CSM. 0 = uniform (linear) splits; 1 = logarithmic (more resolution near the camera). Values in [0,1] blend between the two.
Directional lights only: cascade split distribution for CSM. 0 = uniform (linear) splits; 1 = logarithmic (more resolution near the camera). Values in [0,1] blend between the two.
farDist
Float(m)
Default:100
Shadow camera far clip distance (meters). Use the smallest range that contains casters/receivers.
Shadow camera far clip distance (meters). Use the smallest range that contains casters/receivers.
nearDist
Float(m)
Default:0.1
Shadow camera near clip distance (meters). Tighten to improve depth precision.
Shadow camera near clip distance (meters). Tighten to improve depth precision.
quality
Integer
Default:1024(Low (1024x1024))
Shadow map resolution (pixels per side). Higher values increase detail at the cost of memory and performance.
256Ultra-Low (256x256)512Very Low (512x512)1024Low (1024x1024)2048Medium-Low (2048x2048)3072Medium (3072x3072)4096Medium High (4096x4096)6144High (6144x6144)8192Ultra High (8192x8192)
Shadow map resolution (pixels per side). Higher values increase detail at the cost of memory and performance.
Creates a sun light with shadows (adds as many cameras as needed based on the cascades setting).
Spot Lights
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Spot Light spot_light
Adds a cone cutoff to a light, producing a spotlight. Requires a Point Light component for color/intensity and falloff.
IESProfile
UUID(texture Asset)
Optional IES photometric profile (2D texture). Modulates emitted intensity by direction; leave empty for uniform distribution.
Optional IES photometric profile (2D texture). Modulates emitted intensity by direction; leave empty for uniform distribution.
cutoff
Float(deg)
Default:30
Outer cone half‑angle in degrees. Light intensity falls to zero outside this angle.
Outer cone half‑angle in degrees. Light intensity falls to zero outside this angle.
Creates a spot light.
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Spot Light spot_light
Adds a cone cutoff to a light, producing a spotlight. Requires a Point Light component for color/intensity and falloff.
IESProfile
UUID(texture Asset)
Optional IES photometric profile (2D texture). Modulates emitted intensity by direction; leave empty for uniform distribution.
Optional IES photometric profile (2D texture). Modulates emitted intensity by direction; leave empty for uniform distribution.
cutoff
Float(deg)
Default:30
Outer cone half‑angle in degrees. Light intensity falls to zero outside this angle.
Outer cone half‑angle in degrees. Light intensity falls to zero outside this angle.
Shadow caster shadow_caster
Enables a light to cast real‑time shadows with configurable map resolution, depth range, and (for directional lights) cascades.
accumulateShadowCascades
Boolean
Default:true
Directional lights only: blend/accumulate all cascades to reduce visible transitions between splits.
Directional lights only: blend/accumulate all cascades to reduce visible transitions between splits.
bias
Float
Default:0.004
Depth bias applied during shadow tests to reduce self‑shadowing (acne). Increase to mitigate artifacts; too high causes peter‑panning.
Depth bias applied during shadow tests to reduce self‑shadowing (acne). Increase to mitigate artifacts; too high causes peter‑panning.
cascadeCount
Byte
Default:4(Quad Cascade)
Directional lights only: number of cascades for CSM. 0 = static shadow map, 1–4 = increasing cascade count.
0Static Shadow Map1Single Cascade2Dual Cascade3Triple Cascade4Quad Cascade
Directional lights only: number of cascades for CSM. 0 = static shadow map, 1–4 = increasing cascade count.
cascadeSplitLambda
Float
Default:0.94
Directional lights only: cascade split distribution for CSM. 0 = uniform (linear) splits; 1 = logarithmic (more resolution near the camera). Values in [0,1] blend between the two.
Directional lights only: cascade split distribution for CSM. 0 = uniform (linear) splits; 1 = logarithmic (more resolution near the camera). Values in [0,1] blend between the two.
farDist
Float(m)
Default:100
Shadow camera far clip distance (meters). Use the smallest range that contains casters/receivers.
Shadow camera far clip distance (meters). Use the smallest range that contains casters/receivers.
nearDist
Float(m)
Default:0.1
Shadow camera near clip distance (meters). Tighten to improve depth precision.
Shadow camera near clip distance (meters). Tighten to improve depth precision.
quality
Integer
Default:1024(Low (1024x1024))
Shadow map resolution (pixels per side). Higher values increase detail at the cost of memory and performance.
256Ultra-Low (256x256)512Very Low (512x512)1024Low (1024x1024)2048Medium-Low (2048x2048)3072Medium (3072x3072)4096Medium High (4096x4096)6144High (6144x6144)8192Ultra High (8192x8192)
Shadow map resolution (pixels per side). Higher values increase detail at the cost of memory and performance.
Creates a spot light with shadows (one camera).
Environment
Environment environment
Scene environment settings, including skybox background and precomputed image‑based lighting (IBL). This component is only applied in the scene where this entity lives, it is discarded for subscenes.
irradianceUUID
UUID(cubemap Asset)
Diffuse irradiance cubemap used for ambient PBR lighting.
Diffuse irradiance cubemap used for ambient PBR lighting.
radianceUUID
UUID(cubemap Asset)
Specular radiance cubemap (prefiltered) used for PBR reflections.
Specular radiance cubemap (prefiltered) used for PBR reflections.
skyboxUUID
UUID(cubemap Asset)
Skybox cubemap used as the scene background (no lighting effect).
Skybox cubemap used as the scene background (no lighting effect).
Sets up the environment map (skybox, radiance, irradiance cubemaps) which is consumed by the rendergraph. External entities with environments are ignored.
Reflection Probes
Reflection probe reflection_probe
Omnidirectional reflection probe that captures the local environment into a cubemap for specular reflections (IBL).
farDist
Float(m)
Default:100
Capture far clip distance (meters).
Capture far clip distance (meters).
nearDist
Float(m)
Default:0.1
Capture near clip distance (meters).
Capture near clip distance (meters).
offset
Vector3(m)
Default:[0,0,0]
Offset of the probe capture origin relative to the entity position (meters).
Offset of the probe capture origin relative to the entity position (meters).
quality
Integer
Default:128
Reflection cubemap resolution (pixels per face). Higher values increase detail and cost.
Reflection cubemap resolution (pixels per face). Higher values increase detail and cost.
Box Geometry box_geometry
Box geometry.
dimension
Vector3(m)
Default:[1,1,1]
Box dimensions (width, height, depth) in meters.
Box dimensions (width, height, depth) in meters.
offset
Vector3(m)
Default:[0,0,0]
Local offset of the geometry origin (meters).
Local offset of the geometry origin (meters).
Omni directional reflection probe parameters.