C# (CSharp) Nez.DeferredLighting Namespace

Сlasses

Name Description
AreaLight AreaLights work like DirLights except they only affect a specific area specified by the width/height. Note that Transform.scale will affect the size of an AreaLight.
DeferredLight
DeferredLightEffect
DeferredLightingRenderer handles deferred lighting. This Renderer should be ordered after any of your Renderers that render to a RenderTexture. Any renderLayers rendered by this Renderer should have Renderables with DeferredSpriteMaterials (or null Material to use the default, diffuse only Material).
DeferredSpriteEffect effect used to render sprites that take part in deferred lighting. A normal map is required. The normal map can optionally use the alpha channel for self illumination by setitng useNormalAlphaChannelForSelfIllumination to true. Note that you need to turn off premultiplied alpha in the Pipeline tool when using the alpha for self illumination!
DirLight directional light with a shortended name to avoid clashes with the XNA DirectionalLight. This light type has only a direction and is never culled. It is a global light and the only light that produces specular highlights.
PointLight PointLights radiate light in a circle. Note that PointLights are affected by Transform.scale. The Transform.scale.X value is multiplied by the lights radius when sent to the GPU. It is expected that scale will be linear.
PolygonMesh builds a Polygon from the passed in verts. Verts should be relative to 0,0 and contain the outer perimeter of the polygon. A center vert will be added and used to triangulate the polygon. If you need a transform matrix for the Polygon set the position/scale and then fetch the transformMatrix property.
QuadMesh
SpotLight