# Spot Light

A Spot Light simulates a cone of light with a specific point and direction in space. It illuminates only objects inside in the cone and can be used to generate shadows. Like point lights, spotlights have a maximum distance.

### Properties

#### Light

<table data-header-hidden><thead><tr><th width="164"></th><th></th></tr></thead><tbody><tr><td><strong>PROPERTY</strong></td><td><strong>DESCRIPTION</strong></td></tr><tr><td><strong>Color</strong></td><td>Defines the color used for light emitted. We use a color picker that can use RGB, HSV or HEX inputs.</td></tr><tr><td><strong>Intensity</strong></td><td><p>Specifies strength of the light.</p><p>Numeric Range:</p><ul><li>.8 = Defaulted value</li><li>100 = Max; The higher the value the more intense the color.</li></ul></td></tr><tr><td><strong>Cone Angle</strong></td><td><p>Specifies the angle of the spotlight cone. The value works in degrees.</p><p>Numeric Range:</p><ul><li>60 = Defaulted value</li><li>90 = Max; The higher the value the wider the cone.</li></ul></td></tr><tr><td><strong>Cone Falloff</strong></td><td><p>Determines how the light transitions from full strength to no lighting since the cone. It can also be thought of as blurring the emitted light.</p><p>Numeric Range:</p><ul><li>0 = Defaulted value. No falloff.</li><li>100 = Maximum falloff. The higher the value the softer and more gradual transition of light.</li></ul></td></tr><tr><td><strong>Cutoff Distance</strong></td><td><p>Specifies a threshold for the light’s intensity. It will cut off the light emitted when an object is beyond the threshold. This setting uses meters as a unit.</p><p>Numeric Range:</p><ul><li>0 = Defaulted value. No cut off distance added.</li><li>100 = 100 meters before light is cut off. The higher the value, the further the light emits.</li></ul></td></tr><tr><td><strong>Decay Exponent</strong></td><td><p>The light intensity is proportional to the exponent value of the distance from the light. This is another way to describe how far the light intensity reaches.</p><p>Numeric Range:</p><ul><li>0 = No decay. The light has a constant intensity.</li><li>2 = Defaulted value. Softer and more gradual transition of light.</li></ul></td></tr></tbody></table>

#### Shadow

Enabling Shadow allows for real-time webGL rendered shadows to be cast from light source.

<table data-header-hidden><thead><tr><th width="167"></th><th></th></tr></thead><tbody><tr><td><strong>PROPERTY</strong></td><td><strong>DESCRIPTION</strong></td></tr><tr><td><strong>Enable</strong></td><td>Enables casting of shadows from light sources.</td></tr><tr><td><strong>Bias</strong></td><td><p>Computes the shadow at a point that is displaced toward the light from the actual surface being shaded. Can be used to minimize incorrect self-shadowing. Numeric Range:</p><ul><li>0 = Defaulted value. No bias.</li><li>100 = The further the displaced shadow becomes.</li></ul></td></tr><tr><td><strong>Map Size</strong></td><td>This determines the size of the shadow texture. The smaller the resolution is less detailed but loads faster.</td></tr><tr><td>128</td><td>Saves out a 128x128 texture for the shadow.</td></tr><tr><td>256</td><td>Saves out a 256x256 texture for the shadow.</td></tr><tr><td>512</td><td>Defaulted value. Saves out a 512x512 texture for the shadow.</td></tr><tr><td>1024</td><td>Saves out a 1024x1024 texture for the shadow.</td></tr><tr><td>2048</td><td>Saves out a 2048x2048 texture for the shadow.</td></tr><tr><td><strong>Near Clip</strong></td><td><p>Specifies the starting distance from the light where the real-time webGL shadows will be calculated.<br>Numeric Range:</p><ul><li>.01 = Defaulted value.</li><li>The higher the value the further the starting point of shadow calculation from the light source.</li></ul></td></tr><tr><td><strong>Far Clip</strong></td><td><p>Specifies the ending distance from the light where the real-time webGL shadows will be calculated</p><p>Numeric Range:</p><ul><li>400 = Defaulted value.</li><li>The higher the value the further the ending point of shadow calculation from the light source.</li></ul></td></tr><tr><td><strong>Show Frustum</strong></td><td>Enabling this brings up a representation of your light’s emission and clipping distance.</td></tr><tr><td><strong>Frustum Color</strong></td><td>Lets you choose a color for the <strong>Frustum</strong>.</td></tr></tbody></table>
