PointLight
public sealed class PointLight : LightA light at a position, falling off with distance. A lamp, a flare, a headlight on the camera.
The falloff matches three.js exactly, so tuning carries across from a scene authored there:
attenuation = pow(saturate(1 − pow(d / Range, 4)), 2) / max(pow(d, Decay), 0.01) with the windowing term dropped when PointLight.Range is zero.Properties
| Member | Description |
|---|---|
| Falloff exponent: 1 is roughly linear, 2 is physical inverse-square. |
| Where the light is, in world space. |
| Distance at which the light reaches exactly zero. Zero means unbounded inverse-square. Worth setting on anything that shares a scene with distant geometry: an unbounded light still contributes a little at any distance, and "a little" across a planet-sized surface is a night side that is not dark. |