@dcl/protocol 1.0.0-16429465125.commit-bac58dd → 1.0.0-16564528964.commit-5630df7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@dcl/protocol",
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"version": "1.0.0-
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"version": "1.0.0-16564528964.commit-5630df7",
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"description": "",
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"repository": "decentraland/protocol.git",
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"homepage": "https://github.com/decentraland/protocol#readme",
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@@ -30,5 +30,5 @@
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"out-js",
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"public"
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],
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"commit": "
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"commit": "5630df76f6558e779d7819062ffcc98299a3fd86"
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}
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@@ -6,30 +6,23 @@ import "decentraland/common/texture.proto";
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option (common.ecs_component_id) = 1079;
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message PBLightSource {
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optional bool active =
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optional decentraland.common.Color3 color =
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optional float
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optional float range =
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optional bool active = 1; // default = true, whether the lightSource is active or not.
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optional decentraland.common.Color3 color = 2; // default = Color.white, the tint of the light, in RGB format where each component is a floating point value with a range from 0 to 1.
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optional float intensity = 3; // default = 250, ranges from 1 (dim) to 100,000 (very bright), expressed in Lumens for Point and Spot.
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optional float range = 4; // default = 0, how far the light travels, expressed in meters. If left at 0 will be computed automatically
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optional bool shadow = 5; // default = false, whether the light casts shadows or not.
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optional decentraland.common.TextureUnion shadow_mask_texture = 6; // Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window.
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oneof type {
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Point point =
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Spot spot =
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Point point = 7;
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Spot spot = 8;
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}
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message Point {
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optional ShadowType shadow = 5; // default = ShadowType.ST_NONE The type of shadow the light source supports.
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}
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message Spot {
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optional float inner_angle =
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optional float outer_angle =
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optional ShadowType shadow = 5; // default = ShadowType.ST_NONE The type of shadow the light source supports.
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optional decentraland.common.TextureUnion shadow_mask_texture = 8; // Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window.
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}
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enum ShadowType {
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ST_NONE = 0; // No shadows are cast from this LightSource.
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ST_SOFT = 1; // More realistic type of shadow that reduces block artifacts, noise or pixelation, but requires more processing.
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ST_HARD = 2; // Less realistic type of shadow but more performant, uses hard edges.
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optional float inner_angle = 9; // default = 21.8. Inner angle can't be higher than outer angle, otherwise will default to same value. Min value is 0. Max value is 179.
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optional float outer_angle = 10; // default = 30. Outer angle can't be lower than inner angle, otherwise will inner angle will be set to same value. Max value is 179.
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}
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}
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