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Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
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@@ -194,10 +194,13 @@
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The emitted light's color. See [member emission_enabled].
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</member>
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<member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [VoxelGI] is used and this object is used in baked lighting.
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If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked lighting.
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</member>
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<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0">
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The emitted light's strength. See [member emission_enabled].
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<member name="emission_energy_multiplier" type="float" setter="set_emission_energy_multiplier" getter="get_emission_energy_multiplier" default="1.0">
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Multiplier for emitted light. See [member emission_enabled].
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</member>
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<member name="emission_intensity" type="float" setter="set_emission_intensity" getter="get_emission_intensity">
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Luminance of emitted light, measured in nits (candela per square meter). Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. The default is roughly equivalent to an indoor lightbulb.
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</member>
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<member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag" default="false">
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Use [code]UV2[/code] to read from the [member emission_texture].
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