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Back to SCNLightMBS class.
SCNLightMBS.kShadowModeDeferred = 1
Type | Topic | Plugin | Version |
const | SceneKit | MBS Mac64bit Plugin | 18.5 |
SceneKit renders shadows in a postprocessing pass.
In the mode, SceneKit blends shadows into the final image after the main rendering pass, so shadows can be of any color.
SCNLightMBS.kShadowModeForward = 0
Type | Topic | Plugin | Version |
const | SceneKit | MBS Mac64bit Plugin | 18.5 |
SceneKit renders shadows during lighting computations.
In this mode, the color components of the light’s shadowColor property do not apply. The color’s alpha component determines the intensity of shadows.
SCNLightMBS.kShadowModeModulated = 2
Type | Topic | Plugin | Version |
const | SceneKit | MBS Mac64bit Plugin | 18.5 |
SceneKit renders shadows by projecting the light’s gobo image. The light does not illuminate the scene.
Typically, you use this mode to create a low-accuracy, high-performance shadow under a game character or similar scene element: Use an image of a radial gradient (black to white) for the light’s gobo property, and use categoryBitMask properties to prevent the shadow image from appearing on the character.
The items on this page are in the following plugins: MBS Mac64bit Plugin.