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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