File: AnalyticLightNode.md | Updated: 11/15/2025
Base class for analytic light nodes.
Constructs a new analytic light node.
light | The light source. Default is null.
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This property is used to retain a reference to the original value of AnalyticLightNode#colorNode. The final color node is represented by a different node when using shadows.
Default is null.
The light's color value.
The light's color node. Points to colorNode of the light source, if set. Otherwise it creates a uniform node based on AnalyticLightNode#color.
This flag can be used for type testing.
Default is true.
The light source.
Default is null.
Represents the light's shadow color.
Default is null.
Represents the light's shadow.
Default is null.
Overwritten since analytic light nodes are updated once per frame.
Default is 'frame'.
Overrides: LightingNode#updateType
Returns a node representing a direction vector which points from the current position in view space to the light's position in view space.
builder | The builder object used for setting up the light.
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Returns: The light vector node.
Unlike most other nodes, lighting nodes do not return a output node in Node#setup. The main purpose of lighting nodes is to configure the current LightingModel and/or invocate the respective interface methods.
builder | The current node builder.
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Overrides: LightingNode#setup
Sets up the direct lighting for the analytic light node.
builder | The builder object used for setting up the light.
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Returns: The direct light data (color and direction).
Sets up the direct rect area lighting for the analytic light node.
builder | The builder object used for setting up the light.
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Returns: The direct rect area light data.
Setups the shadow for this light. This method is only executed if the light cast shadows and the current build object receives shadows. It incorporates shadows into the lighting computation.
builder | The current node builder.
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Setups the shadow node for this light. The method exists so concrete light classes can setup different types of shadow nodes.
Returns: The created shadow node.
The update method is used to update light uniforms per frame. Potentially overwritten in concrete light nodes to update light specific uniforms.
frame | A reference to the current node frame.
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Overrides: LightingNode#update