AmbientLightHemisphericAttenuation Property |
Namespace: DigitalRune.Graphics
Normal ambient lighting does not depend on the direction of the normal vector of the lit surface. Hemispheric lighting depends on the normal vector and the up vector of the light: A lit surface point is brightest if the normal points is parallel to the up vector, and it is darkest if the normal is orthogonal to the light's up vector or pointing in the down direction.
If HemisphericAttenuation is 0, this light is ambient light without hemispheric attenuation. If HemisphericAttenuation is 1, this light is a hemispheric light. Usually, HemisphericAttenuation is set to a value in between. For example, if it is set to 0.7, then every surface point is lit with at least 30% intensity and only surface points with up point normals are lit with 100% intensity.