Legacy Reference

Light Entities

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn about the latest features, see the Amazon Lumberyard User Guide.

Light Entity

Use the Light entity to control the lights in your level.

Entity Properties

Property Description
Active Turns the light on or off.
AttenuationBulbSize If you use the AmbientLight property, set the AttenuationBulbSize value to 0 to revert to the non-physical attenuation model. For more information, see Attenuation and Falloff.
Diffuse Specifies the RGB diffuse color of the light.
DiffuseMultiplier Controls the strength of the diffuse color.
SpecularMultiplier Controls the strength of the specular brightness.
AffectThisAreaOnly If false, casts the light in multiple visual areas.
AffectVolumetricFogOnly Enables the light to affect only volumetric fog and not meshes.
AmbientLight Enables the light behave like an ambient light source, with no point of origin.
FakeLight Disables light projection. This is useful for lights that have only flare effects.
FogRadialLobe Adjusts the blend ratio of the main radial lobe (parallel to the eye ray) and side radial lobe (perpendicular to the eye ray). The direction of the main radial lobe depends on the Anisotropic parameter value that is used in the Time of Day Editor.
ForceDisableCheapLight Declassifies the light as a CheapLight, which is memory optimization during export for the Pure Game mode. Lights are automatically declassified based on the tool that uses them, so this property is optional.
IgnoresVisAreas Determines if the light responds to visual areas.
VolumetricFog Enables the light to affect volumetric fog.
ProjectorFov Specifies the angle at which the light texture is projected.
ProjectorNearPlane Sets the near plane for the projector. Surfaces that are closer to the light source than the specified value will not be projected on.
Texture Sets the texture to project in the direction of the y-axis for the light entity. The light projector texture must have a resolution of 512 x 512 pixels and may not contain an alpha channel.
CastShadows Casts shadows based on the configuration specification. Set the value to Low Spec to always cast shadows. This setting does not determine the quality setting for shadows. If you use tiled shading, the amount of shadow-casting lights is limited to 12 by default. Each set of four lights requires an additional 8 MB of memory for shadow texture mapping. You can use the r_ShadowCastingLightsMaxCount console variable to modify the limit value.
ShadowBias Moves the shadow cascade toward or away from the shadow-casting object.
ShadowMinResPercent Specifies, per light, the percentage of the shadow pool that the light uses for shadows. Use the default value for better performance over quality.
ShadowSlopeBias Adjusts the gradient (slope-based) bias that is used to compute the shadow bias.
ShadowUpdateMinRadius Defines the minimum radius of the light source to the player camera where the ShadowUpdateRatio setting is ignored. For example, if the minimum radius value is set to 10 and the camera is less than 10 meters from the light source, the shadow will update normally. If the camera is farther than 10 meters from the light source, the shadow will use the ShadowUpdateRatio value. This property does not work with the Very High specification because shadow caching is disabled.
ShadowUpdateRatio Defines the update ratio for shadow maps that are cast from the light. Lower values produce less frequent updates and more stuttering. This property is enabled or disabled based on the value for ShadowUpdateMinRadius, and the distance of the player camera from the light source. This property does not work with the Very High specification because shadow caching is disabled.
PlanarLight Makes the selected light entity become an area light. You can set the r_DeferredShadingAreaLights console variable to 1 to use area or planar lights.
AnimationPhase Starts the light animation that has a specific light style property, at a different point along the sequence. This is useful when you have multiple lights that use the same animation in the same scene. This property allows the animations to play asynchronously.
AnimationSpeed Specifies the speed at which the light animation should play.
AttachToSun Allows the sun to use the flare properties for the light.
Flare Specifies the path to the item in the flare library.
FlareEnable Enables the Flare Editor to use the flare properties.
FlareFOV Controls the field of view (FOV) for the flare. You must enable this property for the individual flare.
LightAnimation Specifies the track view sequence to use to animate the light.
LightStyle Specifies the preset animation for the light to play. You can use the Light.cfx shader to define the styles. Valid values: 0 to 48. The testing and debug styles are values 40 to 48.

Environment Probe Entity

You can use environment probes (also known as light probes) to place cubemaps throughout a level. This is useful to automatically assign cubemaps to any element within the radius.


Property Description
Active Enables or disables the probe.
BoxSizeX, BoxSizeY, BoxSizeZ Specifies the xyz dimensions of the probe's area of effect. Probes are projected as cubes in the level. For a global probe, set the values high enough to span the entire level.
Diffuse Sets the diffuse color of the light. Set the value to 255, 255, 255.
DiffuseMultiplier Increases the brightness of the light. Set the value to 1.
SpecularMultiplier Multiplies the specular color brightness. Set the value to 1.
AffectsThisAreaOnly Determines the affected area. Set the value to False for the lights to cover other visual areas.
AttenuationFalloffMax Determines the falloff amount to create smoother transitions or hard edges. Valid values: 0 to 1. A value of 0.8 indicates that falloff begins at 80% at the boundaries of the box. Set the value to 0 for a global probe (no falloff).
IgnoresVisAreas Determines whether the light responds to visual areas. Set the value to True for a global probe.
SortPriority Determines which probe has more visual interest and a higher priority. Set the value to 0 for a global probe and then increase the value for local probes. Higher values indicate more localized probes.
deferred_cubemap Specifies the file location of the cubemap texture.
BoxHeight Adjusts the height of the cubemap box.
BoxLength Adjusts the length of the cubemap box.
BoxProject Considers the size of the cubemap box.
BoxWidth Adjusts the width of the cubemap box.


Parameter Description
cubemap_resolution Sets the size of the cubemap.
preview_cubemap Allows the cubemap to be visible in the level.
Outdoor Only Prevents objects from rendering in a visible area.
Cast Shadow MinSpec Enables an object to cast shadows using the selected quality setting and higher.
LodRatio Defines the distance from the camera position that different level of detail (LOD) models for the object are used.
ViewDistanceMultiplier Defines the distance from the camera position that an object is rendered.
HiddenInGame Prevents objects from displaying in game mode.
Receive Wind Allows objects to be influenced by wind parameters in the level.
RenderNearest Eliminates Z-buffer artifacts when rendering in first person view.
NoStaticDecals Prevents decals from rendering for a selected object.
Created Through Pool Optimizes memory for AI entities.