Light

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Light3D #3D #Node
Light

Rather than using Unity’s Light component, it feeds position, direction, color and so on into the Scene output as a descriptor. Render converts that into uniform arrays and passes it to SRLit’s shading calculation. The output is Scene, so connect it to another Render slot alongside a Scene that holds draw items, or run it through SceneTransform. The direction is built from the two axes Pitch / Yaw; there is no Roll.

  • Type dropdown: Directional (default) / Point / Spot
  • PosX / PosY / PosZ (default 0 / 5 / -5) — position is not used for Directional
  • RotX (Pitch) (default 50) / RotY (Yaw) (default -30)
  • Color (default white) / Intensity (default 1.5; negative values are treated as 0)
  • Range (default 20, minimum 0.01) — for Point / Spot
  • Spot Angle (default 45, clamped to 1-179 degrees) — for Spot
  • Cookie — RenderTexture input. On Spot it is projected like a projector; on Directional / Point it modulates the light color with the average color of the video

Render can handle up to 8 lights in total across all Scene slots. Anything beyond that is ignored. Cookie projector projection applies to only one light (the first Spot found). The average-color modulation for Directional / Point is sampled once every three frames. Switching the type returns the light color to the value of the Color input once.

Input ports

Port IDType
PosXfloat
PosYfloat
PosZfloat
RotXfloat
RotYfloat
ColorColor
Intensityfloat
Rangefloat
Spot Anglefloat
CookieRenderTexture

Output ports

Port IDType
SceneSceneDataOutput

Scriptable members

PathType
posXInputfloat
posYInputfloat
posZInputfloat
rotXInputfloat
rotYInputfloat
intensityInputfloat
rangeInputfloat
spotAngleInputfloat

Synapse Apps (scripting)

await synapse.modules.create({ type: "Light3D" })

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