GetPointLightOccclusion¶
Returns a float list with the visibility of the current point lights.
This means: This operator can recognize if a point light is being occluded by another object. It can be used to control the intensity of effects like [LenseFlare], glow, godrays etc.
Use the operator called [UseRenderTarget] to get a reference to the current render target and connect its Depth output. The output value can then be connected to [LenseFlareSetup] Brightness parameter.
[UseRenderTarget] -> [GetPointLightOcclusion] -> [LenseFlareSetup]
Input Parameters¶
| Name (Relevancy & Type) | Description |
|---|---|
| DepthMap (Texture2D Required) | — |
| NearFarRange (Vector2) | — |
| LightIndex (Int32) | — |
| Damping (Single) | — |
Outputs¶
| Name | Type |
|---|---|
| Occlusion | System.Single |
| Output | T3.Core.DataTypes.Texture2D |