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A light filter prim can be assigned to a light to modify the light rays sent by the light. See Karma light filters for more information.
This filter projects the light through a texture.
Tips and notes
If the light has a Cone Angle less than 90, this filter uses the cone angle as the field of view of the projected map. Otherwise the filter uses a field of view of 45 degrees.
Use the U Scale, V Scale, U Offset, V Offset parameters to scale and position the texture in the light’s projection space.
Texture to place in front of light source.
Whether the map should repeat, streak its edges or be projected as a decal.
Color to use outside the decal projection.
Multiply the resulting color by this tint.
Scales the intensity of the light source.
Adjusts the exposure of the light source.
A multiplier for the diffuse contribution of the light source.
A multiplier for the specular contribution of the light source.
Scale the horizontal field of view of the projection by this amount.
Scale the vertical field of view of the projection by this amount.
Offset the projection by this amount in the horizontal direction.
Offset the projection by this amount in the vertical direction.
Amount of tinting from the texture evaluation where 0 is no effect and 1 is full effect.
Invert the color (prior to tinting and exposure scaling).
Blur the projected texture by this amount.