Optionalposition: Point3Optionalintensity: numberOptionaldiffuse: stringOptionalspecular: stringOptionalradius: numberOptionalshadowGeneratorMapSize: numberOptionalenableShadows: booleanOptionalshadowDarkness: numberOptionaltransparencyShadow: booleanOptionalshadowUsePercentageCloserFiltering: booleanOptionalshadowContactHardeningLightSizeUVRatio: numberOptionalshadowBias: numberOptionalshadowNormalBias: numberOptionalshadowMaxZ: numberOptionalshadowMinZ: numberOptionalshadowRefreshRate: numberOptionalpositionWhere the light shines from
OptionalintensityBrightness as luminous power, so values in the thousands are normal; 0 gives no light
OptionaldiffuseHex color of the light on surfaces
OptionalspecularHex color of the highlights the light makes on shiny surfaces
OptionalradiusRadius of the glowing sphere drawn at the light's position, in scene units; 0 draws none
OptionalshadowResolution of the shadow map in pixels; higher gives sharper shadows at more GPU cost
OptionalenableWhen true, the light casts shadows from every mesh in the scene
OptionalshadowHow light the shadows are, from 0 for fully dark to 1 for invisible
OptionaltransparencyWhen true, transparent parts of meshes let light through the shadow, which Gaussian splats need
OptionalshadowWhen true, shadow edges are softened by sampling the map several times
OptionalshadowHow much shadow edges blur with distance from the caster when filtering is on; larger blurs more
OptionalshadowSmall depth offset that stops surfaces from shadowing themselves in stripes; raise it if stripes appear
OptionalshadowExtra offset along surface normals against self-shadowing, in scene units
OptionalshadowThe farthest distance from the light that shadows are computed for, in scene units
OptionalshadowThe nearest distance from the light that shadows are computed for, in scene units
OptionalshadowHow often the shadow map is redrawn: 1 every frame, 0 once only, 2 every second frame
Feeds
babylon.scene.drawPointLight: where the bulb sits, its colors and brightness, the size of its visible sphere and the shadow settings.