PointLight

fun FilamentSceneScope.PointLight(position: Position = Position(0f, 2f, 0f), color: LinearColor = LinearColor(1f, 1f, 1f), intensity: LightIntensity = LightIntensity.LuminousPower(100_000f), falloff: Float = 10.0f, castLight: Boolean = true, lightChannels: Set<Int> = setOf(0))

A point light — emits from position in all directions, intensity diminishing with the inverse square law out to falloff.

Point lights cannot cast shadows. A shadow map is a single depth texture rendered from one projection; a point light's 360° emission won't fit one projection (it would need a 6-face cube map), so Filament — being performance-focused — doesn't implement it. For shadow-casting omnidirectional-style lighting, use a wide-cone FocusedSpotLight (a cone fits one projection).

Parameters

position

World position; driven via a transform, so the light follows an enclosing Group.

color

Linear-sRGB colour of the light.

intensity

Brightness and its unit as one value (LightIntensity).

falloff

Sphere-of-influence radius in world units; minimize overlap for performance.

castLight

Whether the light emits illumination (false = no contribution).

lightChannels

Channels (0–7) this light affects; channel 0 is the default.