cookieMode: cookieMode: In 'physical' mode the cookie behaves like a stained glass window through which light falls. The falloff and blur are determined by the size of the light, the distance to the light and distance from the cookie. In 'analytic' mode, the cookie has a fixed projection and manual blur and falloff controls.
map: map: Filename of the projected texture.
fillColor: fillColor: If the texture is not repeating, this specifies the color for the region outside of and behind the projected rectangle.
width: width: Width of the rect the light is shining through.
height: height: Height of the rect the light is shining through.
density: density: Controls the strength of the projected effect.
invert: invert: When this is on, the texture will be inverted before it is applied.
intensity: intensity: Multiplier for both the diffuse and specular result.
diffuse: diffuse: How much this light filter affects diffuse lighting.
specular: specular: How much this light filter affects specular lighting.
directional: directional: When this is on, the texture projects along a direction using the orthographic projection. When it is off, the texture projects using a focal point specified by the Apex.
shearX: shearX: Shear the projection along the x-axis.
shearY: shearY: Shear the projection along the y-axis.
apex: apex: Distance between the center of cookie and the center of projection.
useLightDirection: useLightDirection: When this is on, the projection direction is determined by the position of the center of the light source. Otherwise, it only follows the orientation of the cookie. WARNING: This does not work with lights that have no direction such as PxrDomeLight and PxrMeshLight.
tileMode: tileMode: 'No Repeat' - texture does not repeat. 'Edge Extent' - extends the color of the edge to infinity. 'Tile' - texture repeats (tileable texture).
invertU: invertU: flip the texture from left to right.
invertV: invertV: flip the texture from bottom to top.
scaleU: scaleU: Scale of the texture in the U direction
scaleV: scaleV: Scale of the texture in the V direction
offsetU: offsetU: Offset of the texture in the U direction
offsetV: offsetV: Offset of the texture in the V direction
blur: blur: Blurriness of texture (0-1, multiplied by blurNear/blurFar interp).
sBlurMult: sBlurMult: Blur multiplier in S direction.
tBlurMult: tBlurMult: Blur multiplier in T direction.
blurNearDist: blurNearDist: Distance from the cookie where the blur interpolation starts.
blurMidpoint: blurMidpoint: Distance between near and far, where the midValue is located.
blurFarDist: blurFarDist: Distance from the cookie where the blur interpolation ends.
blurNearVal: blurNearVal: Blur multiplier where the blur interpolation starts.
blurMidVal: blurMidVal: Blur multiplier in the middle of the blur interpolation.
blurFarVal: blurFarVal: Blur multiplier where the blur interpolation ends.
blurPow: blurPow: Exponent of the blur interpolation.
densityNearDist: densityNearDist: Distance from the cookie where the density interpolation starts.
densityMidpoint: densityMidpoint: Distance between near and far, where the midValue is located.
densityFarDist: densityFarDist: Distance from the cookie where the density interpolation ends.
densityNearVal: densityNearVal: Density multiplier where the blur interpolation starts.
densityMidVal: densityMidVal: Density multiplier in the middle of the density interpolation.
densityFarVal: densityFarVal: Density multiplier where the blur interpolation ends.
densityPow: densityPow: Exponent of the density interpolation.
saturation: saturation: Saturation of the result (0=greyscale,1=normal,>1=boosted colors).
midpoint: midpoint: Midpoint for the contrast control.
contrast: contrast: Contrast control (less than 1 = contrast reduction, larger than 1 = contrast increase).
whitepoint: whitepoint: White point for the contrast control if (contrast > 1.0).
tint: tint: Tint of the resulting color after saturation, contrast and clamp.