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
-
Partial<Omit<LocalLightDescriptor,"isStatic">>↳
BlockLightProfile
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