Positional 2D light source.
Casts light in a 2D environment. This light's shape is defined by a (usually grayscale) texture
float height =
The height of the light. Used with 2D normal mapping. The units are in pixels, e.g. if the height is 100, then it will illuminate an object 100 pixels away at a 45° angle to the plane.
Vector2 offset =
The offset of the light's texture.
Texture2D used for the light's appearance.
float texture_scale =
The texture's scale factor.