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Game.Rendering.SpotLightShape

Assembly: Assembly-CSharp
Namespace: Game.Rendering

Type: public enum

Base: System.Enum

Summary:
Defines the possible geometric shapes used for spot light (spotlight) rendering. Use this enum to select how the light's volume and projection are represented in the renderer: a circular cone, a pyramidal frustum, or an axis-aligned box. These choices affect shadow projection, light culling, and the visual falloff shape.


Fields

  • Cone
    Represents a circular/conical spot light volume (typical spotlight). Underlying enum value 0. Use when the light should project as a round cone.

  • Pyramid
    Represents a pyramidal (frustum-like) spot light volume. Underlying enum value 1. Useful for spotlights that are approximated by a square frustum or when matching a projector with a rectangular lens.

  • Box
    Represents an axis-aligned box volume. Underlying enum value 2. Use for lights that should affect a rectangular prism region (more like an area/box light approximation).

Properties

  • This enum does not define instance properties. It is a plain enum type deriving from System.Enum.

Constructors

  • No explicit constructors are defined for this enum. Enum values are the named constants above with default integer backing values (Cone = 0, Pyramid = 1, Box = 2).

Methods

  • This enum does not declare any methods. Standard System.Enum methods (ToString, HasFlag, GetValues, etc.) are available.

Usage Example

// Choose a spotlight shape
Game.Rendering.SpotLightShape shape = Game.Rendering.SpotLightShape.Cone;

// Example usage in a hypothetical SpotLight component
public class SpotLightComponent
{
    public Game.Rendering.SpotLightShape LightShape { get; set; }

    public void ConfigureForShape()
    {
        switch (LightShape)
        {
            case Game.Rendering.SpotLightShape.Cone:
                // configure cone-specific shader keywords / parameters
                break;
            case Game.Rendering.SpotLightShape.Pyramid:
                // configure pyramid/frustum projection
                break;
            case Game.Rendering.SpotLightShape.Box:
                // configure box volume and culling
                break;
        }
    }
}