Colordetermines the color of the light being emitted.
ColorAttribute's brightness level will affect the brightness of the light itself. It is recommended that you always have the brightness level set to 1 and use the actual
BrightnessAttribute to alter the intensity of the light.
Color'salpha level has no effect.
Brightnessgoverns the intensity of the light, with lower values giving less intense light emission and vice versa.
Attenuationrelates to the spread, or reach, of the light. Lower levels only illuminate close Objects, whereas high levels allow the light to reach Objects that are further away.
Radial Falloffis used to change the smoothness of the light falloff. Lower levels will give a smoother transition between light and dark areas, but will be darker overall. Higher levels give a more contrasting light-to-dark transition and will appear comparatively brighter.
Enableswitch. Whether or not you use this effect often comes down to performance. If you are having performance issues, then you should consider removing the effect, or adjusting the other settings.
Resolutionalters the size of the shadow map. Just like with normal 2D textures, higher resolutions produce better quality, at the cost of increasing processing time and file size.
Kernel Sizerelates to the size of each sampled area during the calculation. It is a fairly complex subject, but it basically affects the smoothness of the shadow map. Lower levels give crisp, but jagged, shadows; higher levels give smoother, but less defined results.
Kernel Sizemay help improve results that suffer from shadow acne or reduce artifacts in cases where the shadow map
Clip NearAttribute of Camera, everything within the defined distance isn't rendered and is therefore excluded from those passes and the Shadow Mapping algorithm.
Offsetoffsets the depth of the shadow map and can massively improve its appearance by reducing shadow acne. It is recommended that you increase this value by very small increments (0.0001), until you get an acceptable reduction in artifacts.
Offsethas on the Shadow Mapping algorithm, higher values can cause shadows to appear to become disconnected from the geometry that casts them.