lights_and_shadows.rst 26 KB

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  1. .. _doc_lights_and_shadows:
  2. 3D lights and shadows
  3. =====================
  4. Introduction
  5. ------------
  6. Light sources emit light that mixes with the materials and produces a visible
  7. result. Light can come from several types of sources in a scene:
  8. - From the material itself, in the form of the emission color (though it does
  9. not affect nearby objects unless baked or screen-space indirect lighting is enabled).
  10. - Light nodes: DirectionalLight3D, OmniLight3D and SpotLight3D.
  11. - Ambient light in the :ref:`Environment <class_Environment>` or
  12. :ref:`doc_reflection_probes`.
  13. - Global illumination (:ref:`LightmapGI <doc_using_lightmap_gi>`,
  14. :ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_using_sdfgi>`).
  15. The emission color is a material property. You can read more about it
  16. in the :ref:`doc_standard_material_3d` tutorial.
  17. .. seealso::
  18. You can compare various types of lights in action using the
  19. `3D Lights and Shadows demo project <https://github.com/godotengine/godot-demo-projects/tree/master/3d/lights_and_shadows>`__.
  20. Light nodes
  21. -----------
  22. There are three types of light nodes: :ref:`class_DirectionalLight3D`,
  23. :ref:`class_OmniLight3D` and :ref:`class_SpotLight3D`. Let's take a look at the common
  24. parameters for lights:
  25. .. image:: img/light_params.png
  26. Each property has a specific function:
  27. - **Color:** Base color for emitted light.
  28. - **Energy:** Energy multiplier. This is useful for saturating lights or working with :ref:`doc_high_dynamic_range`.
  29. - **Indirect Energy:** Secondary multiplier used with indirect light (light bounces). This works with :ref:`doc_using_lightmap_gi`, VoxelGI or SDFGI.
  30. - **Volumetric Fog Energy:** Secondary multiplier used with volumetric fog. This only has an effect when volumetric fog is enabled.
  31. - **Negative:** Light becomes subtractive instead of additive. It's sometimes useful to manually compensate some dark corners.
  32. - **Specular:** Affects the intensity of the specular blob in objects affected by this light. At zero, this light becomes a pure diffuse light.
  33. - **Bake Mode:** Sets the bake mode for the light. See :ref:`doc_using_lightmap_gi`.
  34. - **Cull Mask:** Objects that are in the selected layers below will be affected by this light.
  35. Note that objects disabled via this cull mask will still cast shadows.
  36. If you don't want disabled objects to cast shadows, adjust the **Cast Shadow**
  37. property on the GeometryInstance3D to the desired value.
  38. .. seealso::
  39. See :ref:`doc_physical_light_and_camera_units` if you wish to use real world
  40. units to configure your lights' intensity and color temperature.
  41. Light number limits
  42. -------------------
  43. When using the Forward+ renderer, Godot uses a *clustering* approach for
  44. real-time lighting. As many lights as desired can be added (as long as
  45. performance allows). However, there's still a default limit of 512 *clustered
  46. elements* that can be present in the current camera view. A clustered element is
  47. an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a
  48. :ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by adjusting
  49. :ref:`Max Clustered Elements<class_ProjectSettings_property_rendering/limits/cluster_builder/max_clustered_elements>`
  50. in **Project Settings > Rendering > Limits > Cluster Builder**.
  51. When using the Mobile renderer, there is a limitation of 8 OmniLights + 8 SpotLights
  52. per mesh resource. There is also a limit of 256 OmniLights + 256 SpotLights that
  53. can be rendered in the current camera view. These limits currently cannot be changed.
  54. When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can be
  55. rendered per mesh resource. This limit can be increased in the advanced Project
  56. Settings by adjusting
  57. :ref:`Max Renderable Elements<class_ProjectSettings_property_rendering/limits/opengl/max_renderable_elements>`
  58. and/or :ref:`Max Lights per Object<class_ProjectSettings_property_rendering/limits/opengl/max_lights_per_object>`
  59. in **Rendering > Limits > OpenGL**, at the cost of performance and longer shader
  60. compilation times. The limit can also be decreased to reduce shader compilation
  61. times and improve performance slightly.
  62. With all rendering methods, up to 8 DirectionalLights can be visible at a time.
  63. However, each additional DirectionalLight with shadows enabled will reduce the
  64. effective shadow resolution of each DirectionalLight. This is because
  65. directional shadow atlas is shared between all lights.
  66. If the rendering limit is exceeded, lights will start popping in and out during
  67. camera movement, which can be distracting. Enabling **Distance Fade** on light
  68. nodes can help reduce this issue while also improving performance. Splitting
  69. your meshes into smaller portions can also help, especially for level geometry
  70. (which also improves culling efficiency).
  71. If you need to render more lights than possible in a given renderer,
  72. consider using :ref:`baked lightmaps <doc_using_lightmap_gi>` with lights' bake
  73. mode set to **Static**. This allows lights to be fully baked, which also makes
  74. them much faster to render. You can also use emissive materials with any
  75. :ref:`global illumination <doc_introduction_to_global_illumination>` technique
  76. as a replacement for light nodes that emit light over a large area.
  77. Shadow mapping
  78. --------------
  79. Lights can optionally cast shadows. This gives them greater realism (light does
  80. not reach occluded areas), but it can incur a bigger performance cost.
  81. There is a list of generic shadow parameters, each also has a specific function:
  82. - **Enabled:** Check to enable shadow mapping in this light.
  83. - **Opacity:** Areas occluded are darkened by this opacity factor. Shadows are
  84. fully opaque by default, but this can be changed to make shadows translucent
  85. for a given light.
  86. - **Bias:** When this parameter is too low, self-shadowing occurs. When too
  87. high, shadows separate from the casters. Tweak to what works best for you.
  88. - **Normal Bias:** When this parameter is too low, self-shadowing occurs. When too
  89. high, shadows appear misaligned from the casters. Tweak to what works best for you.
  90. - **Transmittance Bias:** When this parameter is too low, self-shadowing
  91. occurs on materials that have transmittance enabled. When too high, shadows
  92. will not affect materials that have transmittance enabled consistently. Tweak
  93. to what works best for you.
  94. - **Reverse Cull Face:** Some scenes work better when shadow mapping is rendered
  95. with face-culling inverted.
  96. - **Blur:** Multiplies the shadow blur radius for this light. This works with
  97. both traditional shadow mapping and contact-hardening shadows (lights with
  98. **Angular Distance** or **Size** greater than ``0.0``). Higher values result
  99. in softer shadows, which will also appear to be more temporally stable for
  100. moving objects. The downside of increasing shadow blur is that it will make
  101. the grainy pattern used for filtering more noticeable.
  102. See also :ref:`doc_lights_and_shadows_shadow_filter_mode`.
  103. - **Caster Mask:** Shadows are only cast by objects in these layers. Note that
  104. this mask does not affect which objects shadows are cast *onto*.
  105. .. image:: img/lights_and_shadows_blur.webp
  106. Tweaking shadow bias
  107. ^^^^^^^^^^^^^^^^^^^^
  108. Below is an image of what tweaking bias looks like. Default values work for most
  109. cases, but in general, it depends on the size and complexity of geometry.
  110. If the **Shadow Bias** or **Shadow Normal Bias** is set too low for a given light,
  111. the shadow will be "smeared" onto the objects. This will cause the light's
  112. intended appearance to darken, and is called *shadow acne*:
  113. .. image:: img/lights_and_shadows_acne.webp
  114. On the other hand, if the **Shadow Bias** or **Shadow Normal Bias** is set too
  115. high for a given light, the shadow may appear to be disconnected from the
  116. object. This is called *peter-panning*:
  117. .. image:: img/lights_and_shadows_peter_panning.webp
  118. In general, increasing **Shadow Normal Bias** is preferred over increasing
  119. **Shadow Bias**. Increasing **Shadow Normal Bias** does not cause as much
  120. peter-panning as increasing **Shadow Bias**, but it can still resolve
  121. most shadow acne issues efficiently. The downside of increasing **Shadow Normal
  122. Bias** is that it can make shadows appear thinner for certain objects.
  123. Any sort of bias issues can be fixed by
  124. :ref:`increasing the shadow map resolution <doc_lights_and_shadows_balancing_performance_and_quality>`,
  125. at the cost of decreased performance.
  126. .. note::
  127. Tweaking shadow mapping settings is an art – there are no "one size fits
  128. all" settings. To achieve the best visuals, you may need to use different
  129. shadow bias values on a per-light basis.
  130. **Note on Appearance Changes**: When enabling shadows on a light, be aware that the light's
  131. appearance might change compared to when it's rendered without shadows in the compatibility
  132. renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
  133. rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
  134. This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
  135. appearance to an unshadowed light, you may need to adjust the light's energy setting.
  136. Directional light
  137. -----------------
  138. This is the most common type of light and represents a light source very far
  139. away (such as the sun). It is also the cheapest light to compute and should be
  140. used whenever possible (although it's not the cheapest shadow-map to compute,
  141. but more on that later).
  142. Directional light models an infinite number of parallel light rays
  143. covering the whole scene. The directional light node is represented by a big arrow which
  144. indicates the direction of the light rays. However, the position of the node
  145. does not affect the lighting at all and can be anywhere.
  146. .. image:: img/light_directional.png
  147. Every face whose front-side is hit by the light rays is lit, while the others
  148. stay dark. Unlike most other light types, directional lights don't have specific
  149. parameters.
  150. The directional light also offers a **Angular Distance** property, which
  151. determines the light's angular size in degrees. Increasing this above ``0.0``
  152. will make shadows softer at greater distances from the caster, while also
  153. affecting the sun's appearance in procedural sky materials. This is called a
  154. *contact-hardening* shadow (also known as PCSS).
  155. For reference, the angular distance of the Sun viewed from the Earth is
  156. approximately ``0.5``. This kind of shadow is expensive, so check the
  157. recommendations in :ref:`doc_lights_and_shadows_pcss_recommendations` if setting
  158. this value above ``0.0`` on lights with shadows enabled.
  159. Directional shadow mapping
  160. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  161. To compute shadow maps, the scene is rendered (only depth) from an orthogonal
  162. point of view that covers the whole scene (or up to the max distance). There is,
  163. however, a problem with this approach because objects closer to the camera
  164. receive low-resolution shadows that may appear blocky.
  165. To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used.
  166. This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map.
  167. This allows small areas close to the viewer to have the same shadow resolution
  168. as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
  169. default shadow mode is PSSM with 4 splits. In scenarios where an object is large
  170. enough to appear in all four splits, it results in increased draw calls. Specifically,
  171. such an object will be rendered five times in total: once for each of the four shadow
  172. splits and once for the final scene rendering. This can impact performance, understanding
  173. this behavior is important for optimizing your scene and managing performance expectations.
  174. .. image:: img/lights_and_shadows_pssm_explained.webp
  175. With this, shadows become more detailed:
  176. .. image:: img/lights_and_shadows_directional_mode.webp
  177. To control PSSM, a number of parameters are exposed:
  178. .. image:: img/lights_and_shadows_directional_shadow_params.webp
  179. Each split distance is controlled relative to the camera far (or shadow
  180. **Max Distance** if greater than ``0.0``). ``0.0`` is the eye position and
  181. ``1.0`` is where the shadow ends at a distance. Splits are in-between.
  182. Default values generally work well, but tweaking the first split a bit is common
  183. to give more detail to close objects (like a character in a third-person game).
  184. Always make sure to set a shadow **Max Distance** according to what the scene
  185. needs. A lower maximum distance will result in better-looking shadows and better
  186. performance, as fewer objects will need to be included in shadow rendering. You
  187. can also adjust **Fade Start** to control how aggressive the shadow fade-out
  188. should be at a distance. For scenes where the **Max Distance** fully covers the
  189. scene at any given camera position, you can increase **Fade Start** to ``1.0``
  190. to prevent the shadow from fading at a distance. This should not be done in
  191. scenes where **Max Distance** doesn't fully cover the scene, as the shadow will
  192. appear to be suddenly cut off at a distance.
  193. Sometimes, the transition between a split and the next can look bad. To fix
  194. this, the **Blend Splits** option can be turned on, which sacrifices detail and
  195. performance in exchange for smoother transitions:
  196. .. image:: img/blend_splits.png
  197. The **Shadow > Normal Bias** parameter can be used to fix special cases of
  198. self-shadowing when objects are perpendicular to the light. The only downside is
  199. that it makes the shadow a bit thinner. Consider increasing **Shadow > Normal
  200. Bias** before increasing **Shadow > Bias** in most situations.
  201. Lastly, **Pancake Size** is a property that can be adjusted to fix missing
  202. shadows when using large objects with unsubdivided meshes. Only change this
  203. value if you notice missing shadows that are not related to shadow biasing
  204. issues.
  205. Omni light
  206. ----------
  207. Omni light is a point source that emits light spherically in all directions up to a given
  208. radius.
  209. .. image:: img/light_omni.png
  210. In real life, light attenuation is an inverse function, which means omni lights don't have a radius.
  211. This is a problem because it means computing several omni lights would become demanding.
  212. To solve this, a **Range** parameter is introduced together with an attenuation function.
  213. .. image:: img/light_omni_params.png
  214. These two parameters allow tweaking how this works visually in order to find aesthetically pleasing results.
  215. .. image:: img/light_attenuation.png
  216. A **Size** parameter is also available in OmniLight3D. Increasing this value
  217. will make the light fade out slower and shadows appear blurrier when far away
  218. from the caster. This can be used to simulate area lights to an extent. This is
  219. called a *contact-hardening* shadow (also known as PCSS). This kind of shadow is
  220. expensive, so check the recommendations in
  221. :ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above
  222. ``0.0`` on lights with shadows enabled.
  223. .. image:: img/lights_and_shadows_pcss.webp
  224. Omni shadow mapping
  225. ^^^^^^^^^^^^^^^^^^^
  226. Omni light shadow mapping is relatively straightforward. The main issue that
  227. needs to be considered is the algorithm used to render it.
  228. Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** mapped.
  229. **Dual Parabolid** renders quickly, but can cause deformations, while **Cube**
  230. is more correct, but slower. The default is **Cube**, but consider changing it
  231. to **Dual Parabolid** for lights where it doesn't make much of a visual
  232. difference.
  233. .. image:: img/lights_and_shadows_dual_parabolid_vs_cubemap.webp
  234. If the objects being rendered are mostly irregular and subdivided, Dual
  235. Paraboloid is usually enough. In any case, as these shadows are cached in a
  236. shadow atlas (more on that at the end), it may not make a difference in
  237. performance for most scenes.
  238. Omni lights with shadows enabled can make use of projectors. The projector
  239. texture will *multiply* the light's color by the color at a given point on the
  240. texture. As a result, lights will usually appear to be darker once a projector
  241. texture is assigned; you can increase **Energy** to compensate for this.
  242. Omni light projector textures require a special 360° panorama mapping, similar
  243. to :ref:`class_PanoramaSkyMaterial` textures.
  244. With the projector texture below, the following result is obtained:
  245. .. image:: img/lights_and_shadows_omni_projector_example.webp
  246. .. image:: img/lights_and_shadows_omni_projector.webp
  247. .. tip::
  248. If you've acquired omni projectors in the form of cubemap images, you can use
  249. `this web-based conversion tool <https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html>`__
  250. to convert them to a single panorama image.
  251. Spot light
  252. ----------
  253. Spot lights are similar to omni lights, except they emit light only into a cone
  254. (or "cutoff"). They are useful to simulate flashlights,
  255. car lights, reflectors, spots, etc. This type of light is also attenuated towards the
  256. opposite direction it points to.
  257. Spot lights share the same **Range**, **Attenuation** and **Size** as OmniLight3D,
  258. and add two extra parameters:
  259. - **Angle:** The aperture angle of the light.
  260. - **Angle Attenuation:** The cone attenuation, which helps soften the cone borders.
  261. Spot shadow mapping
  262. ^^^^^^^^^^^^^^^^^^^
  263. Spots feature the same parameters as omni lights for shadow mapping. Rendering
  264. spot shadow maps is significantly faster compared to omni lights, as only one
  265. shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual
  266. parabolid mode).
  267. Spot lights with shadows enabled can make use of projectors. The projector
  268. texture will *multiply* the light's color by the color at a given point on the
  269. texture. As a result, lights will usually appear to be darker once a projector
  270. texture is assigned; you can increase **Energy** to compensate for this.
  271. Unlike omni light projectors, a spot light projector texture doesn't need to
  272. follow a special format to look correct. It will be mapped in a way similar to a
  273. :ref:`decal <doc_using_decals>`.
  274. With the projector texture below, the following result is obtained:
  275. .. image:: img/lights_and_shadows_spot_projector_example.webp
  276. .. image:: img/lights_and_shadows_spot_projector.webp
  277. .. note::
  278. Spot lights with wide angles will have lower-quality shadows than spot
  279. lights with narrow angles, as the shadow map is spread over a larger
  280. surface. At angles wider than 89 degrees, spot light shadows will stop
  281. working entirely. If you need shadows for wider lights, use an omni light
  282. instead.
  283. .. _doc_lights_and_shadows_shadow_atlas:
  284. Shadow atlas
  285. ------------
  286. Unlike Directional lights, which have their own shadow texture, omni and spot
  287. lights are assigned to slots of a shadow atlas. This atlas can be configured in
  288. the advanced Project Settings (**Rendering > Lights And Shadows > Positional Shadow**).
  289. The resolution applies to the whole shadow atlas. This atlas is divided into four quadrants:
  290. .. image:: img/lights_and_shadows_shadow_quadrants.webp
  291. Each quadrant can be subdivided to allocate any number of shadow maps; the following is the default subdivision:
  292. .. image:: img/lights_and_shadows_shadow_quadrants2.webp
  293. The shadow atlas allocates space as follows:
  294. - The biggest shadow map size (when no subdivision is used) represents a light the size of the screen (or bigger).
  295. - Subdivisions (smaller maps) represent shadows for lights that are further away from view and proportionally smaller.
  296. Every frame, the following procedure is performed for all lights:
  297. 1. Check if the light is on a slot of the right size. If not, re-render it and move it to a larger/smaller slot.
  298. 2. Check if any object affecting the shadow map has changed. If it did, re-render the light.
  299. 3. If neither of the above has happened, nothing is done, and the shadow is left untouched.
  300. If the slots in a quadrant are full, lights are pushed back to smaller slots,
  301. depending on size and distance. If all slots in all quadrants are full, some
  302. lights will not be able to render shadows even if shadows are enabled on them.
  303. The default shadow allocation strategy allows rendering up to 88 lights with
  304. shadows enabled in the camera frustum (4 + 4 + 16 + 64):
  305. 1. The first and most detailed quadrant can store 4 shadows.
  306. 2. The second quadrant can store 4 other shadows.
  307. 3. The third quadrant can store 16 shadows, with less detail.
  308. 4. The fourth and least detailed quadrant can store 64 shadows, with even less detail.
  309. Using a higher number of shadows per quadrant allows supporting a greater amount
  310. of total lights with shadows enabled, while also improving performance (as
  311. shadows will be rendered at a lower resolution for each light). However,
  312. increasing the number of shadows per quadrant comes at the cost of lower shadow
  313. quality.
  314. In some cases, you may want to use a different allocation strategy. For example,
  315. in a top-down game where all lights are around the same size, you may want to
  316. set all quadrants to have the same subdivision so that all lights have shadows
  317. of similar quality level.
  318. .. _doc_lights_and_shadows_balancing_performance_and_quality:
  319. Balancing performance and quality
  320. ---------------------------------
  321. Shadow rendering is a critical topic in 3D rendering performance. It's important
  322. to make the right choices here to avoid creating bottlenecks.
  323. Directional shadow quality settings can be changed at runtime by calling the
  324. appropriate :ref:`class_RenderingServer` methods.
  325. Positional (omni/spot) shadow quality settings can be changed at runtime on the
  326. root :ref:`class_Viewport`.
  327. Shadow map size
  328. ^^^^^^^^^^^^^^^
  329. High shadow resolutions result in sharper shadows, but at a significant
  330. performance cost. It should also be noted that *sharper shadows are not always
  331. more realistic*. In most cases, this should be kept at its default value of
  332. ``4096`` or decreased to ``2048`` for low-end GPUs.
  333. If positional shadows become too blurry after decreasing the shadow map size,
  334. you can counteract this by adjusting the
  335. :ref:`shadow atlas <doc_lights_and_shadows_shadow_atlas>` quadrants to contain
  336. fewer shadows. This will allow each shadow to be rendered at a higher resolution.
  337. .. _doc_lights_and_shadows_shadow_filter_mode:
  338. Shadow filter mode
  339. ^^^^^^^^^^^^^^^^^^
  340. Several shadow map quality settings can be chosen here. The default **Soft Low**
  341. is a good balance between performance and quality for scenes with detailed
  342. textures, as the texture detail will help make the dithering pattern less noticeable.
  343. However, in projects with less detailed textures, the shadow dithering pattern
  344. may be more visible. To hide this pattern, you can either enable
  345. :ref:`doc_3d_antialiasing_taa`, :ref:`doc_3d_antialiasing_fsr2`,
  346. :ref:`doc_3d_antialiasing_fxaa`, or increase the shadow filter quality to
  347. **Soft Medium** or higher.
  348. The **Soft Very Low** setting will automatically decrease shadow blur to make
  349. artifacts from the low sample count less visible. Conversely, the **Soft High**
  350. and **Soft Ultra** settings will automatically increase shadow blur to better
  351. make use of the increased sample count.
  352. .. image:: img/lights_and_shadows_filter_quality.webp
  353. 16-bits versus 32-bit
  354. ^^^^^^^^^^^^^^^^^^^^^
  355. By default, Godot uses 16-bit depth textures for shadow map rendering. This is
  356. recommended in most cases as it performs better without a noticeable difference
  357. in quality.
  358. If **16 Bits** is disabled, 32-bit depth textures will be used instead. This
  359. can result in less artifacting in large scenes and large lights with shadows
  360. enabled. However, the difference is often barely visible, yet this can have a
  361. significant performance cost.
  362. Light/shadow distance fade
  363. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  364. OmniLight3D and SpotLight3D offer several properties to hide distant lights.
  365. This can improve performance significantly in large scenes with dozens of lights
  366. or more.
  367. - **Enabled:** Controls whether distance fade (a form of :abbr:`LOD (Level of Detail)`)
  368. is enabled. The light will fade out over **Begin + Length**, after which it
  369. will be culled and not sent to the shader at all. Use this to reduce the number
  370. of active lights in a scene and thus improve performance.
  371. - **Begin:** The distance from the camera at which the light begins to fade away
  372. (in 3D units).
  373. - **Shadow:** The distance from the camera at which the shadow begins to fade away
  374. (in 3D units). This can be used to fade out shadows sooner compared to the light,
  375. further improving performance. Only available if shadows are enabled for the light.
  376. - **Length:** The distance over which the light and shadow fades (in 3D units).
  377. The light becomes slowly more transparent over this distance and is completely
  378. invisible at the end. Higher values result in a smoother fade-out transition,
  379. which is more suited when the camera moves fast.
  380. .. _doc_lights_and_shadows_pcss_recommendations:
  381. PCSS recommendations
  382. ^^^^^^^^^^^^^^^^^^^^
  383. Percentage-closer soft shadows (PCSS) provide a more realistic shadow mapping
  384. appearance, with the penumbra size varying depending on the distance between the
  385. caster and the surface receiving the shadow. This comes at a high performance
  386. cost, especially for directional lights.
  387. To avoid performance issues, it's recommended to:
  388. - Only use a handful of lights with PCSS shadows enabled at a given time. The
  389. effect is generally most visible on large, bright lights. Secondary light
  390. sources that are more faint usually don't benefit much from using PCSS
  391. shadows.
  392. - Provide a setting for users to disable PCSS shadows. On directional lights,
  393. this can be done by setting the DirectionalLight3D's
  394. ``light_angular_distance`` property to ``0.0`` in a script. On positional
  395. lights, this can be done by setting the OmniLight3D or SpotLight3D's
  396. ``light_size`` property to ``0.0`` in a script.
  397. Projector filter mode
  398. ^^^^^^^^^^^^^^^^^^^^^
  399. The way projectors are rendered also has an impact on performance. The
  400. **Rendering > Textures > Light Projectors > Filter** advanced project setting
  401. lets you control how projector textures should be filtered. **Nearest/Linear** do
  402. not use mipmaps, which makes them faster to render. However, projectors will
  403. look grainy at distance. **Nearest/Linear Mipmaps** will look smoother at a
  404. distance, but projectors will look blurry when viewed from oblique angles. This
  405. can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which is the
  406. highest-quality mode, but also the most expensive.
  407. If your project has a pixel art style, consider setting the filter to one of the
  408. **Nearest** values so that projectors use nearest-neighbor filtering. Otherwise,
  409. stick to **Linear**.