build Constructors 1

data_object Properties 44

BlendMode
ModulationBlendMode
Multiply applies the texture directly; Lighten only boosts light and Darken only reduces it. Applied per RGB channel after contrast, brightness and tint, before strength and alpha.
Brightness
float
Linear brightness multiplier after contrast. One preserves brightness; values above one boost light. Alpha is unaffected. This is an artistic light multiplier, not physical light focusing.
CausticsLayerScale
float
Scale of the second caustic sample relative to the first.
CausticsSpeed
float
Animation speed multiplier. Zero freezes caustic motion; negative values reverse it.
CausticsTimeOffset
float
Offset in caustic animation time, in seconds at the default speed.
CausticsWobble
float
Maximum UV displacement in texture repeats.
ChromaticSplitSeparation
float
UV offset in texture repeats for the red and blue samples on either side of green.
ChromaticSplitSpeed
float
Rotation speed of the red/blue separation direction in radians per second.
ChromaticSplitTimeOffset
float
Offset in chromatic split animation time, in seconds at the default speed.
CloudShadowDepth
float
Blend from white transmission at zero to the full cloud texture at one, before colour adjustments.
CloudShadowLayerScale
float
Scale of the second cloud sample relative to the first.
CloudShadowSpeed
float
Cloud drift speed multiplier. Zero freezes the clouds; negative values reverse them.
CloudShadowTimeOffset
float
Offset in cloud animation time, in seconds at the default speed.
Contrast
float
RGB contrast around linear 0.5, before brightness and tint. One preserves the texture. Alpha is unaffected; negative RGB results are clamped to zero.
DistanceFeather
float
Fade in modulation over this many world units from the rectangle's plane. Uses perpendicular distance for both surfaces and fog, independent of light angle or object scale. Zero disables distance feathering; full strength is reached at this distance and beyond.
DistanceMipBias
float
Softens transmission as light travels from the glass to the receiving surface or fog sample. Adds this many mip levels at 128 world units, twice as many at 384 units. Zero disables distance softening.
EdgeFeather
float
Fade inward from each rectangle edge, as a fraction of its width or height. Zero gives a hard boundary; 0.1 fades across the outer ten percent on each axis. Uses the physical rectangle, independent of texture tiling or scrolling.
Effect
ModulationEffect
Animate the projected texture before contrast, brightness, tint and blending. None preserves the existing texture mapping.
Infinite
bool
Extend the rectangle to an infinite plane, without aperture clipping or edge feathering. Sidedness and distance feathering still apply.
KaleidoscopeBlend
float
Blend from the original UV mapping at zero to fully mirrored sectors at one.
KaleidoscopeSegments
int
Number of mirrored sectors around the center of the texture.
KaleidoscopeSpeed
float
Rotation speed of the mirrored pattern in degrees per second.
KaleidoscopeTimeOffset
float
Offset in kaleidoscope animation time, in seconds at the default speed.
MipLevel
float
Explicit texture mip used by divergent light queries; larger values soften the projection.
Offset
Vector2
Texture-coordinate offset in repeats, applied after tiling and rotation.
PulseDepth
float
Brightness variation, from constant brightness at zero to a full zero-to-one pulse at one.
PulseSharpness
float
Shape of the brightness pulse. One gives a sine wave; higher values narrow the bright interval.
PulseSpeed
float
Brightness cycles per second. Zero freezes the pulse; negative values reverse it.
PulseTimeOffset
float
Offset in pulse animation time, in seconds at the default speed.
RippleDisplacement
float
Maximum radial UV displacement in texture repeats.
RippleFrequency
float
Radial wave frequency multiplier. Higher values produce more closely spaced waves.
RippleSpeed
float
Wave animation speed multiplier. Zero freezes the ripples; negative values reverse them.
RippleTimeOffset
float
Offset in ripple animation time, in seconds at the default speed.
RotationSpeed
float
Clockwise rotation speed in degrees per second. Negative values rotate counterclockwise.
RotationTimeOffset
float
Offset in rotation animation time, in seconds at the default speed.
ScrollSpeed
Vector2
Scroll effect movement in repeats per second along U and V. Zero leaves the projection still. Runs in the shader without rebuilding textures or light candidate lists each frame.
Size
Vector2
Rectangle width along local Y and height along local Z, before object scaling. For an infinite plane, this is the UV reference size when World Sized UVs is disabled.
Strength
float
Blend between original light at zero and full texture modulation at one. Multiplies texture alpha and edge feathering rather than dimming the light itself.
Texture
Texture
RGB transmission through the rectangle. Alpha blends between unfiltered and filtered light. Sampling uses the texture's own colour space.
TextureRotation
float
Clockwise rotation of the projected texture in degrees, around its center.
Tiling
Vector2
Texture repeats across the rectangle, or per 128 world units with World Sized UVs enabled. Negative values mirror the texture. Scaling and rotation are centered on the rectangle.
Tint
Color
Linear RGB multiplier, including values above one for artistic caustics.
TwoSided
bool
Applies the filter in both directions. Otherwise light travels along local positive X only.
WorldSizedUVs
bool
Keep texture density independent of rectangle size and object scale. Tiling specifies repeats per 128 world units along the plane's axes, centered on its origin.

Inheritance

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