Lit is a shader that can detect whether a light is pointing at it. It handles distant lights (including Sun and Moon), bulbs, and spots. It does not handle obscuring objects, (it isnít a ray tracer! ;-) Anything Glows, sky lights, etc. In default mode it returns a value- lit areas return 1, or white. Non-lit areas return 0, or black.

Light text box

    This is where you enter the name of the light you want to affect your shader.

Shaded Object Mode radio buttons

    These buttons determine which part of the shaded object is checked for the lighting calculation:

    Surface Point- each point is checked individually. This means that the object could be partially affected.

    Center Point- the center of the object controls the shading for the whole object. A single value will be returned for the entire object.

    Hot Point- same as center, but the user can move the hotpoint to gain more control.

Lit Facet Angle Limits slider

    This slider controls which facets are checked for light impact. The left marker indicates where to start falling off, and the right indicates the point at which no lighting check is performed. The number is the angle of the facet normal to the light ray.

Return Light Color checkbox

    Instead of returning a grayscale value, the color of the light is returned.

Invert Grayscale checkbox

    Flips the grayscale. No effect on color mode.

Shine-through checkbox

    If your shaded object has two surfaces (like a sphere or cube, for instance), this checkbox will make the FAR side (away from the light) get the lighting effect rather than the near side. Useful for faking translucence.

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