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Game.Rendering.LightUnit

Assembly:
Game (inferred from file path)

Namespace: Game.Rendering

Type:
enum

Base:
System.Enum

Summary:
Enumeration of common photometric and radiometric-like units used by the rendering system to represent light quantities. Use this enum to indicate how a numeric light value should be interpreted (for example, whether it represents luminous flux, intensity, illuminance, luminance, or a photographic exposure value). This is helpful when converting values, presenting units to tools, or evaluating lighting calculations consistently across the renderer.


Fields

  • Lumen
    Represents luminous flux (lm). Total amount of visible light emitted by a source in all directions. Useful for specifying the total output of a light source.

  • Candela
    Represents luminous intensity (cd). Light emitted per unit solid angle (lumens per steradian). Common when modeling directional light sources.

  • Lux
    Represents illuminance (lx). Amount of luminous flux per unit area (lumens per square meter). Used for measuring how much light falls on a surface.

  • Nits
    Represents luminance (cd/m²), often called "nits". Amount of light emitted or reflected from a surface per unit area in a given direction. Common for display brightness and surface luminance.

  • Ev100
    Represents Exposure Value at ISO 100 (EV100). A photographic exposure convention used to relate scene luminance to camera exposure; useful in HDR workflows and some filmic tonemapping/exposure calculations.

Properties

  • None

Constructors

  • None

Methods

  • None

Usage Example

// Choose how to interpret a numeric light value
LightUnit unit = LightUnit.Lux;

switch (unit)
{
    case LightUnit.Lumen:
        // treat value as total luminous flux (lm)
        break;
    case LightUnit.Candela:
        // treat value as luminous intensity (cd)
        break;
    case LightUnit.Lux:
        // treat value as illuminance on a surface (lx)
        break;
    case LightUnit.Nits:
        // treat value as luminance (cd/m^2)
        break;
    case LightUnit.Ev100:
        // treat value as photographic exposure value at ISO 100
        break;
}

Notes: - Converting between these units often requires additional scene/context data (e.g., surface area, solid angle, distance, or camera parameters). - Ev100 is not a direct SI photometric unit; it is a logarithmic exposure convention used in imaging pipelines.