Light
- Last UpdatedJan 18, 2026
- 4 minute read
The Light node enables you to take control of a 3D light. There are different light types characterized by different parameters and behaviors.
Note: Lights are currently under development, so not all parameters are currently supported.
Platform support
This node is fully supported on XR-Windows platform.
It is partially supported on XR-Portable Windows, XR-Portable iOS, XR-Portable Android, and XR-P WASM platforms.
Light support is restricted to FGI-backed state calculations.
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XR-WIN |
XR-P-WIN |
XR-P-IOS |
XR-P-AND |
XR-P-WASM |
|---|---|---|---|---|
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Full support |
Partial support |
Partial support |
Partial support |
Partial support |
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Light types
The light node supports two types of lights.
|
Light type |
Description |
|---|---|
|
Omni |
The light emanates from a point and goes in all directions. This type is mainly used for generating diffuse light. |
|
Direct |
Light emanates from a circle and has a direction so that the lighted area has a cylinder shape. This kind of light can be used for casting shadows. The cylinder has two radii: the falloff (maximum) and the hotspot. The intensity is at the top inside the hotspot, while there's attenuation and diff. |
Guidelines
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When a light has a type, it cannot be changed at runtime.
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Not all the customization parameters apply to both the light types.
Code example
This is a code example for the Light node.
<Light name="SpotFlag" light="Mesh_Flag|SpotFlag" position="11.83189 29.11901 9.897886" color="1 1 1" falloff="59.8" hotspot="57.5" intensity="1" targetPosition="22.80067 -12.76238 16.30802"/>
Light fields
These are the fields for Light node. Only the node-specific fields are indicated, not fields obtained by inheritance.
Field inheritance: NodeBase > Light
|
Fields |
Type |
Use |
Default value |
Description |
|---|---|---|---|---|
|
attenuationStart |
sfloat |
Optional |
Not set |
At what distance from the source the attenuation starts. 0 means no attenuation. |
|
attenuationEnd |
sfloat |
Optional |
Not set |
At which distance the attenuation ends . |
|
affectOnlyIfAssigned |
sbool |
Optional |
false |
If set to true the light is considered by the shaders ($shaderGen) only if explicitly declared. |
|
color |
svec3 |
Mandatory |
Not set |
Color of the light. |
|
light |
sstring |
Mandatory |
Not set |
Complete name (including pipes '|') of the 3D light object. |
|
lighting\affectDiffuse |
sbool |
Optional |
true |
Set to false to not influence material diffuse. |
|
lighting\affectSpecular |
sbool |
Optional |
true |
Set to false to not influence material specular. |
|
falloff |
sfloat |
Optional |
Not set |
Width of the Direct light cylinder. |
|
hotspot |
sfloat |
Optional |
Not set |
Width of the Direct light hot area cylinder. |
|
intensity |
sfloat |
Optional |
Not set |
Intensity of the light. |
|
position |
svec3 |
Mandatory |
Not set |
Position of the light. |
|
target |
sstring |
Optional |
Not set |
Complete name (including pipes '|') of the 3D Direct light target object. |
|
targetPosition |
svec3 |
Optional |
Not set |
Position of the Direct light target. It defines cylinder length and direction. |
|
type |
senum |
Read only |
Not set |
Can be Omni or Direct based on the content of the MWX (template or not). |
|
shadow\castshadow |
sbool |
Optional |
Not set |
Set to true to force shadows cast. |
|
shadow\colorAlpha |
sfloat |
Optional |
Not set |
0-1 shadow alpha color intensity. |
|
shadow\colorRed |
sfloat |
Optional |
Not set |
0-1 shadow red color intensity. |
|
shadow\colorGreen |
sfloat |
Optional |
Not set |
0-1 shadow green color intensity. |
|
shadow\colorBlue |
sfloat |
Optional |
Not set |
0-1 shadow blue color intensity. |
|
shadow\noDistanceTest |
sbool |
Optional |
Not set |
Set to true to disable distance check for shadows generation. |
|
shadow\excludeHumans |
sbool |
Optional |
Not set |
Set to false to exclude humans shadows generation. |
|
shadow\excludeMeshes |
sbool |
Optional |
Not set |
Set to false to exclude meshes shadows generation. |
|
shadow\refreshFrameRate |
sfloat |
Optional |
Not set |
Shadows FPS calculation.0 means no realtime shadows. |
|
shadow\mapBias |
sfloat |
Optional |
Not set |
Adjust shadow distance respect the shadow casting object. |
|
shadow\mapSize |
sint |
Optional |
Not set |
Increases/decreases shadow aspect smoothness. Use 2n values like 32,64. |
Video Tutorial: Add Omni Light to FGI Pipeline
Source: This video was produced with XR Studio 4.1.0.
Disclaimer: The videos provided on this help page are for general guidance and may depict a version of the product with user interface elements, features, or workflows that differ slightly from the one you are currently using. Product updates, enhancements, and configuration options may result in variations in appearance or functionality.