Assembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 220.127.116.11 (18.104.22.16809)
A projector light is similar to a Spotlight, but is usually used to project a texture. The light emitted is shaped like a view frustum and not like a cone. And the light does not have the typical "spotlight falloff".
Color, DiffuseIntensity/SpecularIntensity, HdrScale, and the light distance attenuation factor (see GetDistanceAttenuation(Single, Single, Single)) are multiplied to get the final diffuse and specular light intensities which can be used in the lighting equations.
When using a low dynamic range lighting (LDR lighting) the light intensities are
- Diffuse light intensity Ldiffuse = ColorRGB · DiffuseIntensity
- Specular light intensity Lspecular = ColorRGB · SpecularIntensity
When using a high dynamic range lighting (HDR lighting) the light intensities are
- Diffuse light intensity Ldiffuse = ColorRGB · DiffuseIntensity · HdrScale
- Specular light intensity Lspecular = ColorRGB · SpecularIntensity · HdrScale
A 2D texture (see Texture) must be assigned to the projector light. If a texture is set, the light intensity is modulated with the texture to project the texture onto the lit surroundings. By default no texture is assigned. If no texture is set, the projector light does not emit any light.