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Interface: BlockLightProfile

Declared by the game per block id (or name). When none is declared for an emitting block, the engine derives a default from the block's flood light levels — point shape, color from normalized RGB levels, range from the max channel level, static, voxelMask — so unconfigured emitter blocks work.

Hierarchy

Properties

aggregateThreshold

Optional aggregateThreshold: number

Emitters per 16-block section above which aggregation kicks in.


aggregation

Optional aggregation: "none" | "cluster"

Collapse dense same-block emitters into per-section proxies.


analyticShare

Optional analyticShare: number

Scales this light's analytic contribution — and, with it, the coverage claim that suppresses the baked flood term. 1 (default): the light's full visible output is analytic wherever it reaches. Lower values lean on the flood base instead (useful for aggregated dense fields whose few proxy records cannot reproduce a distributed glow).

Inherited from

Partial.analyticShare


angleDeg

Optional angleDeg: number

Spot only: full outer cone angle in degrees.

Inherited from

Partial.angleDeg


color

Optional color: [number, number, number]

Linear RGB, each 0..1. Exactly one of color | colorTemperatureK.

Inherited from

Partial.color


colorTemperatureK

Optional colorTemperatureK: number

Kelvin, converted once at registration (1800K torch .. 6500K daylight).

Inherited from

Partial.colorTemperatureK


direction

Optional direction: [number, number, number]

Spot only: axis the cone opens around.

Inherited from

Partial.direction


endOffset

Optional endOffset: [number, number, number]

Capsule only: second endpoint relative to the position.

Inherited from

Partial.endOffset


flicker

Optional flicker: FlickerProfile

Shader-evaluated intensity wobble; never touches selection or packing.

Inherited from

Partial.flicker


innerRatio

Optional innerRatio: number

Spot only: inner full-brightness cone as a fraction of the outer.

Inherited from

Partial.innerRatio


intensity

Optional intensity: number

Peak contribution in tonemapped-scene-relative units; 1.0 is a full torch.

Inherited from

Partial.intensity


maxProxiesPerSection

Optional maxProxiesPerSection: number

Proxy records a section may hold once aggregated.


offset

Optional offset: [number, number, number]

Emitter origin within the voxel. Default [0.5, 0.5, 0.5].


priorityBias

Optional priorityBias: number

Additive selection-score bias for gameplay-critical lights.

Inherited from

Partial.priorityBias


range

Optional range: number

Hard cutoff in blocks; falloff reaches exactly 0 here.

Inherited from

Partial.range


shadowPolicy

Optional shadowPolicy: LightShadowPolicy

Inherited from

Partial.shadowPolicy


shape

Optional shape: LightShape

Inherited from

Partial.shape