PointLight
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
World position; driven via a transform, so the light follows an enclosing Group.
Linear-sRGB colour of the light.
Brightness and its unit as one value (LightIntensity).
Sphere-of-influence radius in world units; minimize overlap for performance.
Whether the light emits illumination (false = no contribution).
Channels (0–7) this light affects; channel 0 is the default.