Interface: LocalLightDescriptor
Properties
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).
angleDeg
• Optional angleDeg: number
Spot only: full outer cone angle in degrees.
color
• Optional color: [number, number, number]
Linear RGB, each 0..1. Exactly one of color | colorTemperatureK.
colorTemperatureK
• Optional colorTemperatureK: number
Kelvin, converted once at registration (1800K torch .. 6500K daylight).
direction
• Optional direction: [number, number, number]
Spot only: axis the cone opens around.
endOffset
• Optional endOffset: [number, number, number]
Capsule only: second endpoint relative to the position.
flicker
• Optional flicker: FlickerProfile
Shader-evaluated intensity wobble; never touches selection or packing.
innerRatio
• Optional innerRatio: number
Spot only: inner full-brightness cone as a fraction of the outer.
intensity
• intensity: number
Peak contribution in tonemapped-scene-relative units; 1.0 is a full torch.
isStatic
• isStatic: boolean
Static sources are maskable by the flood field and assert that
setPosition will never be called on them.
priorityBias
• Optional priorityBias: number
Additive selection-score bias for gameplay-critical lights.
range
• range: number
Hard cutoff in blocks; falloff reaches exactly 0 here.
shadowPolicy
• shadowPolicy: LightShadowPolicy
shape
• shape: LightShape