class_light3d.rst 42 KB

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  1. :github_url: hide
  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
  4. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Light3D.xml.
  6. .. _class_Light3D:
  7. Light3D
  8. =======
  9. **Inherits:** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  10. **Inherited By:** :ref:`DirectionalLight3D<class_DirectionalLight3D>`, :ref:`OmniLight3D<class_OmniLight3D>`, :ref:`SpotLight3D<class_SpotLight3D>`
  11. Provides a base class for different kinds of light nodes.
  12. .. rst-class:: classref-introduction-group
  13. Description
  14. -----------
  15. Light3D is the *abstract* base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
  16. .. rst-class:: classref-introduction-group
  17. Tutorials
  18. ---------
  19. - :doc:`3D lights and shadows <../tutorials/3d/lights_and_shadows>`
  20. - :doc:`Faking global illumination <../tutorials/3d/global_illumination/faking_global_illumination>`
  21. - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
  22. .. rst-class:: classref-reftable-group
  23. Properties
  24. ----------
  25. .. table::
  26. :widths: auto
  27. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  28. | :ref:`float<class_float>` | :ref:`distance_fade_begin<class_Light3D_property_distance_fade_begin>` | ``40.0`` |
  29. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  30. | :ref:`bool<class_bool>` | :ref:`distance_fade_enabled<class_Light3D_property_distance_fade_enabled>` | ``false`` |
  31. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  32. | :ref:`float<class_float>` | :ref:`distance_fade_length<class_Light3D_property_distance_fade_length>` | ``10.0`` |
  33. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  34. | :ref:`float<class_float>` | :ref:`distance_fade_shadow<class_Light3D_property_distance_fade_shadow>` | ``50.0`` |
  35. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  36. | :ref:`bool<class_bool>` | :ref:`editor_only<class_Light3D_property_editor_only>` | ``false`` |
  37. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  38. | :ref:`float<class_float>` | :ref:`light_angular_distance<class_Light3D_property_light_angular_distance>` | ``0.0`` |
  39. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  40. | :ref:`BakeMode<enum_Light3D_BakeMode>` | :ref:`light_bake_mode<class_Light3D_property_light_bake_mode>` | ``2`` |
  41. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  42. | :ref:`Color<class_Color>` | :ref:`light_color<class_Light3D_property_light_color>` | ``Color(1, 1, 1, 1)`` |
  43. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  44. | :ref:`int<class_int>` | :ref:`light_cull_mask<class_Light3D_property_light_cull_mask>` | ``4294967295`` |
  45. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  46. | :ref:`float<class_float>` | :ref:`light_energy<class_Light3D_property_light_energy>` | ``1.0`` |
  47. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  48. | :ref:`float<class_float>` | :ref:`light_indirect_energy<class_Light3D_property_light_indirect_energy>` | ``1.0`` |
  49. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  50. | :ref:`float<class_float>` | :ref:`light_intensity_lumens<class_Light3D_property_light_intensity_lumens>` | |
  51. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  52. | :ref:`float<class_float>` | :ref:`light_intensity_lux<class_Light3D_property_light_intensity_lux>` | |
  53. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  54. | :ref:`bool<class_bool>` | :ref:`light_negative<class_Light3D_property_light_negative>` | ``false`` |
  55. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  56. | :ref:`Texture2D<class_Texture2D>` | :ref:`light_projector<class_Light3D_property_light_projector>` | |
  57. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  58. | :ref:`float<class_float>` | :ref:`light_size<class_Light3D_property_light_size>` | ``0.0`` |
  59. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  60. | :ref:`float<class_float>` | :ref:`light_specular<class_Light3D_property_light_specular>` | ``0.5`` |
  61. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  62. | :ref:`float<class_float>` | :ref:`light_temperature<class_Light3D_property_light_temperature>` | |
  63. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  64. | :ref:`float<class_float>` | :ref:`light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` | ``1.0`` |
  65. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  66. | :ref:`float<class_float>` | :ref:`shadow_bias<class_Light3D_property_shadow_bias>` | ``0.1`` |
  67. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  68. | :ref:`float<class_float>` | :ref:`shadow_blur<class_Light3D_property_shadow_blur>` | ``1.0`` |
  69. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  70. | :ref:`bool<class_bool>` | :ref:`shadow_enabled<class_Light3D_property_shadow_enabled>` | ``false`` |
  71. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  72. | :ref:`float<class_float>` | :ref:`shadow_normal_bias<class_Light3D_property_shadow_normal_bias>` | ``2.0`` |
  73. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  74. | :ref:`float<class_float>` | :ref:`shadow_opacity<class_Light3D_property_shadow_opacity>` | ``1.0`` |
  75. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  76. | :ref:`bool<class_bool>` | :ref:`shadow_reverse_cull_face<class_Light3D_property_shadow_reverse_cull_face>` | ``false`` |
  77. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  78. | :ref:`float<class_float>` | :ref:`shadow_transmittance_bias<class_Light3D_property_shadow_transmittance_bias>` | ``0.05`` |
  79. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  80. .. rst-class:: classref-reftable-group
  81. Methods
  82. -------
  83. .. table::
  84. :widths: auto
  85. +---------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  86. | :ref:`Color<class_Color>` | :ref:`get_correlated_color<class_Light3D_method_get_correlated_color>` **(** **)** |const| |
  87. +---------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  88. | :ref:`float<class_float>` | :ref:`get_param<class_Light3D_method_get_param>` **(** :ref:`Param<enum_Light3D_Param>` param **)** |const| |
  89. +---------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  90. | void | :ref:`set_param<class_Light3D_method_set_param>` **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)** |
  91. +---------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  92. .. rst-class:: classref-section-separator
  93. ----
  94. .. rst-class:: classref-descriptions-group
  95. Enumerations
  96. ------------
  97. .. _enum_Light3D_Param:
  98. .. rst-class:: classref-enumeration
  99. enum **Param**:
  100. .. _class_Light3D_constant_PARAM_ENERGY:
  101. .. rst-class:: classref-enumeration-constant
  102. :ref:`Param<enum_Light3D_Param>` **PARAM_ENERGY** = ``0``
  103. Constant for accessing :ref:`light_energy<class_Light3D_property_light_energy>`.
  104. .. _class_Light3D_constant_PARAM_INDIRECT_ENERGY:
  105. .. rst-class:: classref-enumeration-constant
  106. :ref:`Param<enum_Light3D_Param>` **PARAM_INDIRECT_ENERGY** = ``1``
  107. Constant for accessing :ref:`light_indirect_energy<class_Light3D_property_light_indirect_energy>`.
  108. .. _class_Light3D_constant_PARAM_VOLUMETRIC_FOG_ENERGY:
  109. .. rst-class:: classref-enumeration-constant
  110. :ref:`Param<enum_Light3D_Param>` **PARAM_VOLUMETRIC_FOG_ENERGY** = ``2``
  111. Constant for accessing :ref:`light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>`.
  112. .. _class_Light3D_constant_PARAM_SPECULAR:
  113. .. rst-class:: classref-enumeration-constant
  114. :ref:`Param<enum_Light3D_Param>` **PARAM_SPECULAR** = ``3``
  115. Constant for accessing :ref:`light_specular<class_Light3D_property_light_specular>`.
  116. .. _class_Light3D_constant_PARAM_RANGE:
  117. .. rst-class:: classref-enumeration-constant
  118. :ref:`Param<enum_Light3D_Param>` **PARAM_RANGE** = ``4``
  119. Constant for accessing :ref:`OmniLight3D.omni_range<class_OmniLight3D_property_omni_range>` or :ref:`SpotLight3D.spot_range<class_SpotLight3D_property_spot_range>`.
  120. .. _class_Light3D_constant_PARAM_SIZE:
  121. .. rst-class:: classref-enumeration-constant
  122. :ref:`Param<enum_Light3D_Param>` **PARAM_SIZE** = ``5``
  123. Constant for accessing :ref:`light_size<class_Light3D_property_light_size>`.
  124. .. _class_Light3D_constant_PARAM_ATTENUATION:
  125. .. rst-class:: classref-enumeration-constant
  126. :ref:`Param<enum_Light3D_Param>` **PARAM_ATTENUATION** = ``6``
  127. Constant for accessing :ref:`OmniLight3D.omni_attenuation<class_OmniLight3D_property_omni_attenuation>` or :ref:`SpotLight3D.spot_attenuation<class_SpotLight3D_property_spot_attenuation>`.
  128. .. _class_Light3D_constant_PARAM_SPOT_ANGLE:
  129. .. rst-class:: classref-enumeration-constant
  130. :ref:`Param<enum_Light3D_Param>` **PARAM_SPOT_ANGLE** = ``7``
  131. Constant for accessing :ref:`SpotLight3D.spot_angle<class_SpotLight3D_property_spot_angle>`.
  132. .. _class_Light3D_constant_PARAM_SPOT_ATTENUATION:
  133. .. rst-class:: classref-enumeration-constant
  134. :ref:`Param<enum_Light3D_Param>` **PARAM_SPOT_ATTENUATION** = ``8``
  135. Constant for accessing :ref:`SpotLight3D.spot_angle_attenuation<class_SpotLight3D_property_spot_angle_attenuation>`.
  136. .. _class_Light3D_constant_PARAM_SHADOW_MAX_DISTANCE:
  137. .. rst-class:: classref-enumeration-constant
  138. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_MAX_DISTANCE** = ``9``
  139. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`.
  140. .. _class_Light3D_constant_PARAM_SHADOW_SPLIT_1_OFFSET:
  141. .. rst-class:: classref-enumeration-constant
  142. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_SPLIT_1_OFFSET** = ``10``
  143. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_split_1<class_DirectionalLight3D_property_directional_shadow_split_1>`.
  144. .. _class_Light3D_constant_PARAM_SHADOW_SPLIT_2_OFFSET:
  145. .. rst-class:: classref-enumeration-constant
  146. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_SPLIT_2_OFFSET** = ``11``
  147. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_split_2<class_DirectionalLight3D_property_directional_shadow_split_2>`.
  148. .. _class_Light3D_constant_PARAM_SHADOW_SPLIT_3_OFFSET:
  149. .. rst-class:: classref-enumeration-constant
  150. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_SPLIT_3_OFFSET** = ``12``
  151. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_split_3<class_DirectionalLight3D_property_directional_shadow_split_3>`.
  152. .. _class_Light3D_constant_PARAM_SHADOW_FADE_START:
  153. .. rst-class:: classref-enumeration-constant
  154. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_FADE_START** = ``13``
  155. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_fade_start<class_DirectionalLight3D_property_directional_shadow_fade_start>`.
  156. .. _class_Light3D_constant_PARAM_SHADOW_NORMAL_BIAS:
  157. .. rst-class:: classref-enumeration-constant
  158. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_NORMAL_BIAS** = ``14``
  159. Constant for accessing :ref:`shadow_normal_bias<class_Light3D_property_shadow_normal_bias>`.
  160. .. _class_Light3D_constant_PARAM_SHADOW_BIAS:
  161. .. rst-class:: classref-enumeration-constant
  162. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_BIAS** = ``15``
  163. Constant for accessing :ref:`shadow_bias<class_Light3D_property_shadow_bias>`.
  164. .. _class_Light3D_constant_PARAM_SHADOW_PANCAKE_SIZE:
  165. .. rst-class:: classref-enumeration-constant
  166. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_PANCAKE_SIZE** = ``16``
  167. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_pancake_size<class_DirectionalLight3D_property_directional_shadow_pancake_size>`.
  168. .. _class_Light3D_constant_PARAM_SHADOW_OPACITY:
  169. .. rst-class:: classref-enumeration-constant
  170. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_OPACITY** = ``17``
  171. Constant for accessing :ref:`shadow_opacity<class_Light3D_property_shadow_opacity>`.
  172. .. _class_Light3D_constant_PARAM_SHADOW_BLUR:
  173. .. rst-class:: classref-enumeration-constant
  174. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_BLUR** = ``18``
  175. Constant for accessing :ref:`shadow_blur<class_Light3D_property_shadow_blur>`.
  176. .. _class_Light3D_constant_PARAM_TRANSMITTANCE_BIAS:
  177. .. rst-class:: classref-enumeration-constant
  178. :ref:`Param<enum_Light3D_Param>` **PARAM_TRANSMITTANCE_BIAS** = ``19``
  179. Constant for accessing :ref:`shadow_transmittance_bias<class_Light3D_property_shadow_transmittance_bias>`.
  180. .. _class_Light3D_constant_PARAM_INTENSITY:
  181. .. rst-class:: classref-enumeration-constant
  182. :ref:`Param<enum_Light3D_Param>` **PARAM_INTENSITY** = ``20``
  183. Constant for accessing :ref:`light_intensity_lumens<class_Light3D_property_light_intensity_lumens>` and :ref:`light_intensity_lux<class_Light3D_property_light_intensity_lux>`. Only used when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` is ``true``.
  184. .. _class_Light3D_constant_PARAM_MAX:
  185. .. rst-class:: classref-enumeration-constant
  186. :ref:`Param<enum_Light3D_Param>` **PARAM_MAX** = ``21``
  187. Represents the size of the :ref:`Param<enum_Light3D_Param>` enum.
  188. .. rst-class:: classref-item-separator
  189. ----
  190. .. _enum_Light3D_BakeMode:
  191. .. rst-class:: classref-enumeration
  192. enum **BakeMode**:
  193. .. _class_Light3D_constant_BAKE_DISABLED:
  194. .. rst-class:: classref-enumeration-constant
  195. :ref:`BakeMode<enum_Light3D_BakeMode>` **BAKE_DISABLED** = ``0``
  196. Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
  197. \ **Note:** Hiding a light does *not* affect baking :ref:`LightmapGI<class_LightmapGI>`. Hiding a light will still affect baking :ref:`VoxelGI<class_VoxelGI>` and SDFGI (see [member Environment.sdfgi_enabled).
  198. .. _class_Light3D_constant_BAKE_STATIC:
  199. .. rst-class:: classref-enumeration-constant
  200. :ref:`BakeMode<enum_Light3D_BakeMode>` **BAKE_STATIC** = ``1``
  201. Light is taken into account in static baking (:ref:`VoxelGI<class_VoxelGI>`, :ref:`LightmapGI<class_LightmapGI>`, SDFGI (:ref:`Environment.sdfgi_enabled<class_Environment_property_sdfgi_enabled>`)). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
  202. \ **Note:** The light is not baked in :ref:`LightmapGI<class_LightmapGI>` if :ref:`editor_only<class_Light3D_property_editor_only>` is ``true``.
  203. .. _class_Light3D_constant_BAKE_DYNAMIC:
  204. .. rst-class:: classref-enumeration-constant
  205. :ref:`BakeMode<enum_Light3D_BakeMode>` **BAKE_DYNAMIC** = ``2``
  206. Light is taken into account in dynamic baking (:ref:`VoxelGI<class_VoxelGI>` and SDFGI (:ref:`Environment.sdfgi_enabled<class_Environment_property_sdfgi_enabled>`) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to :ref:`BAKE_STATIC<class_Light3D_constant_BAKE_STATIC>`. This has a greater performance cost compared to :ref:`BAKE_STATIC<class_Light3D_constant_BAKE_STATIC>`. When using SDFGI, the update speed of dynamic lights is affected by :ref:`ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights<class_ProjectSettings_property_rendering/global_illumination/sdfgi/frames_to_update_lights>`.
  207. .. rst-class:: classref-section-separator
  208. ----
  209. .. rst-class:: classref-descriptions-group
  210. Property Descriptions
  211. ---------------------
  212. .. _class_Light3D_property_distance_fade_begin:
  213. .. rst-class:: classref-property
  214. :ref:`float<class_float>` **distance_fade_begin** = ``40.0``
  215. .. rst-class:: classref-property-setget
  216. - void **set_distance_fade_begin** **(** :ref:`float<class_float>` value **)**
  217. - :ref:`float<class_float>` **get_distance_fade_begin** **(** **)**
  218. The distance from the camera at which the light begins to fade away (in 3D units).
  219. \ **Note:** Only effective for :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`.
  220. .. rst-class:: classref-item-separator
  221. ----
  222. .. _class_Light3D_property_distance_fade_enabled:
  223. .. rst-class:: classref-property
  224. :ref:`bool<class_bool>` **distance_fade_enabled** = ``false``
  225. .. rst-class:: classref-property-setget
  226. - void **set_enable_distance_fade** **(** :ref:`bool<class_bool>` value **)**
  227. - :ref:`bool<class_bool>` **is_distance_fade_enabled** **(** **)**
  228. If ``true``, the light will smoothly fade away when far from the active :ref:`Camera3D<class_Camera3D>` starting at :ref:`distance_fade_begin<class_Light3D_property_distance_fade_begin>`. This acts as a form of level of detail (LOD). The light will fade out over :ref:`distance_fade_begin<class_Light3D_property_distance_fade_begin>` + :ref:`distance_fade_length<class_Light3D_property_distance_fade_length>`, after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance.
  229. \ **Note:** Only effective for :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`.
  230. .. rst-class:: classref-item-separator
  231. ----
  232. .. _class_Light3D_property_distance_fade_length:
  233. .. rst-class:: classref-property
  234. :ref:`float<class_float>` **distance_fade_length** = ``10.0``
  235. .. rst-class:: classref-property-setget
  236. - void **set_distance_fade_length** **(** :ref:`float<class_float>` value **)**
  237. - :ref:`float<class_float>` **get_distance_fade_length** **(** **)**
  238. Distance over which the light and its shadow fades. The light's energy and shadow's opacity is progressively reduced over this distance and is completely invisible at the end.
  239. \ **Note:** Only effective for :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`.
  240. .. rst-class:: classref-item-separator
  241. ----
  242. .. _class_Light3D_property_distance_fade_shadow:
  243. .. rst-class:: classref-property
  244. :ref:`float<class_float>` **distance_fade_shadow** = ``50.0``
  245. .. rst-class:: classref-property-setget
  246. - void **set_distance_fade_shadow** **(** :ref:`float<class_float>` value **)**
  247. - :ref:`float<class_float>` **get_distance_fade_shadow** **(** **)**
  248. The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than :ref:`distance_fade_begin<class_Light3D_property_distance_fade_begin>` + :ref:`distance_fade_length<class_Light3D_property_distance_fade_length>` to further improve performance, as shadow rendering is often more expensive than light rendering itself.
  249. \ **Note:** Only effective for :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`, and only when :ref:`shadow_enabled<class_Light3D_property_shadow_enabled>` is ``true``.
  250. .. rst-class:: classref-item-separator
  251. ----
  252. .. _class_Light3D_property_editor_only:
  253. .. rst-class:: classref-property
  254. :ref:`bool<class_bool>` **editor_only** = ``false``
  255. .. rst-class:: classref-property-setget
  256. - void **set_editor_only** **(** :ref:`bool<class_bool>` value **)**
  257. - :ref:`bool<class_bool>` **is_editor_only** **(** **)**
  258. If ``true``, the light only appears in the editor and will not be visible at runtime. If ``true``, the light will never be baked in :ref:`LightmapGI<class_LightmapGI>` regardless of its :ref:`light_bake_mode<class_Light3D_property_light_bake_mode>`.
  259. .. rst-class:: classref-item-separator
  260. ----
  261. .. _class_Light3D_property_light_angular_distance:
  262. .. rst-class:: classref-property
  263. :ref:`float<class_float>` **light_angular_distance** = ``0.0``
  264. .. rst-class:: classref-property-setget
  265. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  266. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  267. The light's angular size in degrees. Increasing this will make shadows softer at greater distances (also called percentage-closer soft shadows, or PCSS). Only available for :ref:`DirectionalLight3D<class_DirectionalLight3D>`\ s. For reference, the Sun from the Earth is approximately ``0.5``. Increasing this value above ``0.0`` for lights with shadows enabled will have a noticeable performance cost due to PCSS.
  268. \ **Note:** :ref:`light_angular_distance<class_Light3D_property_light_angular_distance>` is not affected by :ref:`Node3D.scale<class_Node3D_property_scale>` (the light's scale or its parent's scale).
  269. \ **Note:** PCSS for directional lights is only supported in the Forward+ rendering method, not Mobile or Compatibility.
  270. .. rst-class:: classref-item-separator
  271. ----
  272. .. _class_Light3D_property_light_bake_mode:
  273. .. rst-class:: classref-property
  274. :ref:`BakeMode<enum_Light3D_BakeMode>` **light_bake_mode** = ``2``
  275. .. rst-class:: classref-property-setget
  276. - void **set_bake_mode** **(** :ref:`BakeMode<enum_Light3D_BakeMode>` value **)**
  277. - :ref:`BakeMode<enum_Light3D_BakeMode>` **get_bake_mode** **(** **)**
  278. The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See :ref:`BakeMode<enum_Light3D_BakeMode>`.
  279. \ **Note:** Meshes' global illumination mode will also affect the global illumination rendering. See :ref:`GeometryInstance3D.gi_mode<class_GeometryInstance3D_property_gi_mode>`.
  280. .. rst-class:: classref-item-separator
  281. ----
  282. .. _class_Light3D_property_light_color:
  283. .. rst-class:: classref-property
  284. :ref:`Color<class_Color>` **light_color** = ``Color(1, 1, 1, 1)``
  285. .. rst-class:: classref-property-setget
  286. - void **set_color** **(** :ref:`Color<class_Color>` value **)**
  287. - :ref:`Color<class_Color>` **get_color** **(** **)**
  288. The light's color. An *overbright* color can be used to achieve a result equivalent to increasing the light's :ref:`light_energy<class_Light3D_property_light_energy>`.
  289. .. rst-class:: classref-item-separator
  290. ----
  291. .. _class_Light3D_property_light_cull_mask:
  292. .. rst-class:: classref-property
  293. :ref:`int<class_int>` **light_cull_mask** = ``4294967295``
  294. .. rst-class:: classref-property-setget
  295. - void **set_cull_mask** **(** :ref:`int<class_int>` value **)**
  296. - :ref:`int<class_int>` **get_cull_mask** **(** **)**
  297. The light will affect objects in the selected layers.
  298. .. rst-class:: classref-item-separator
  299. ----
  300. .. _class_Light3D_property_light_energy:
  301. .. rst-class:: classref-property
  302. :ref:`float<class_float>` **light_energy** = ``1.0``
  303. .. rst-class:: classref-property-setget
  304. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  305. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  306. The light's strength multiplier (this is not a physical unit). For :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`, changing this value will only change the light color's intensity, not the light's radius.
  307. .. rst-class:: classref-item-separator
  308. ----
  309. .. _class_Light3D_property_light_indirect_energy:
  310. .. rst-class:: classref-property
  311. :ref:`float<class_float>` **light_indirect_energy** = ``1.0``
  312. .. rst-class:: classref-property-setget
  313. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  314. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  315. Secondary multiplier used with indirect light (light bounces). Used with :ref:`VoxelGI<class_VoxelGI>` and SDFGI (see :ref:`Environment.sdfgi_enabled<class_Environment_property_sdfgi_enabled>`).
  316. \ **Note:** This property is ignored if :ref:`light_energy<class_Light3D_property_light_energy>` is equal to ``0.0``, as the light won't be present at all in the GI shader.
  317. .. rst-class:: classref-item-separator
  318. ----
  319. .. _class_Light3D_property_light_intensity_lumens:
  320. .. rst-class:: classref-property
  321. :ref:`float<class_float>` **light_intensity_lumens**
  322. .. rst-class:: classref-property-setget
  323. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  324. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  325. Used by positional lights (:ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`) when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` is ``true``. Sets the intensity of the light source measured in Lumens. Lumens are a measure of luminous flux, which is the total amount of visible light emitted by a light source per unit of time.
  326. For :ref:`SpotLight3D<class_SpotLight3D>`\ s, we assume that the area outside the visible cone is surrounded by a perfect light absorbing material. Accordingly, the apparent brightness of the cone area does not change as the cone increases and decreases in size.
  327. A typical household lightbulb can range from around 600 lumens to 1,200 lumens, a candle is about 13 lumens, while a streetlight can be approximately 60,000 lumens.
  328. .. rst-class:: classref-item-separator
  329. ----
  330. .. _class_Light3D_property_light_intensity_lux:
  331. .. rst-class:: classref-property
  332. :ref:`float<class_float>` **light_intensity_lux**
  333. .. rst-class:: classref-property-setget
  334. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  335. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  336. Used by :ref:`DirectionalLight3D<class_DirectionalLight3D>`\ s when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` is ``true``. Sets the intensity of the light source measured in Lux. Lux is a measure of luminous flux per unit area, it is equal to one lumen per square meter. Lux is the measure of how much light hits a surface at a given time.
  337. On a clear sunny day a surface in direct sunlight may be approximately 100,000 lux, a typical room in a home may be approximately 50 lux, while the moonlit ground may be approximately 0.1 lux.
  338. .. rst-class:: classref-item-separator
  339. ----
  340. .. _class_Light3D_property_light_negative:
  341. .. rst-class:: classref-property
  342. :ref:`bool<class_bool>` **light_negative** = ``false``
  343. .. rst-class:: classref-property-setget
  344. - void **set_negative** **(** :ref:`bool<class_bool>` value **)**
  345. - :ref:`bool<class_bool>` **is_negative** **(** **)**
  346. If ``true``, the light's effect is reversed, darkening areas and casting bright shadows.
  347. .. rst-class:: classref-item-separator
  348. ----
  349. .. _class_Light3D_property_light_projector:
  350. .. rst-class:: classref-property
  351. :ref:`Texture2D<class_Texture2D>` **light_projector**
  352. .. rst-class:: classref-property-setget
  353. - void **set_projector** **(** :ref:`Texture2D<class_Texture2D>` value **)**
  354. - :ref:`Texture2D<class_Texture2D>` **get_projector** **(** **)**
  355. :ref:`Texture2D<class_Texture2D>` projected by light. :ref:`shadow_enabled<class_Light3D_property_shadow_enabled>` must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
  356. \ **Note:** Unlike :ref:`BaseMaterial3D<class_BaseMaterial3D>` whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with :ref:`ProjectSettings.rendering/textures/light_projectors/filter<class_ProjectSettings_property_rendering/textures/light_projectors/filter>`.
  357. \ **Note:** Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
  358. .. rst-class:: classref-item-separator
  359. ----
  360. .. _class_Light3D_property_light_size:
  361. .. rst-class:: classref-property
  362. :ref:`float<class_float>` **light_size** = ``0.0``
  363. .. rst-class:: classref-property-setget
  364. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  365. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  366. The size of the light in Godot units. Only available for :ref:`OmniLight3D<class_OmniLight3D>`\ s and :ref:`SpotLight3D<class_SpotLight3D>`\ s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above ``0.0`` for lights with shadows enabled will have a noticeable performance cost due to PCSS.
  367. \ **Note:** :ref:`light_size<class_Light3D_property_light_size>` is not affected by :ref:`Node3D.scale<class_Node3D_property_scale>` (the light's scale or its parent's scale).
  368. \ **Note:** PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
  369. .. rst-class:: classref-item-separator
  370. ----
  371. .. _class_Light3D_property_light_specular:
  372. .. rst-class:: classref-property
  373. :ref:`float<class_float>` **light_specular** = ``0.5``
  374. .. rst-class:: classref-property-setget
  375. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  376. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  377. The intensity of the specular blob in objects affected by the light. At ``0``, the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
  378. .. rst-class:: classref-item-separator
  379. ----
  380. .. _class_Light3D_property_light_temperature:
  381. .. rst-class:: classref-property
  382. :ref:`float<class_float>` **light_temperature**
  383. .. rst-class:: classref-property-setget
  384. - void **set_temperature** **(** :ref:`float<class_float>` value **)**
  385. - :ref:`float<class_float>` **get_temperature** **(** **)**
  386. Sets the color temperature of the light source, measured in Kelvin. This is used to calculate a correlated color temperature which tints the :ref:`light_color<class_Light3D_property_light_color>`.
  387. The sun on a cloudy day is approximately 6500 Kelvin, on a clear day it is between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it ranges to around 1850 Kelvin.
  388. .. rst-class:: classref-item-separator
  389. ----
  390. .. _class_Light3D_property_light_volumetric_fog_energy:
  391. .. rst-class:: classref-property
  392. :ref:`float<class_float>` **light_volumetric_fog_energy** = ``1.0``
  393. .. rst-class:: classref-property-setget
  394. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  395. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  396. Secondary multiplier multiplied with :ref:`light_energy<class_Light3D_property_light_energy>` then used with the :ref:`Environment<class_Environment>`'s volumetric fog (if enabled). If set to ``0.0``, computing volumetric fog will be skipped for this light, which can improve performance for large amounts of lights when volumetric fog is enabled.
  397. \ **Note:** To prevent short-lived dynamic light effects from poorly interacting with volumetric fog, lights used in those effects should have :ref:`light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` set to ``0.0`` unless :ref:`Environment.volumetric_fog_temporal_reprojection_enabled<class_Environment_property_volumetric_fog_temporal_reprojection_enabled>` is disabled (or unless the reprojection amount is significantly lowered).
  398. .. rst-class:: classref-item-separator
  399. ----
  400. .. _class_Light3D_property_shadow_bias:
  401. .. rst-class:: classref-property
  402. :ref:`float<class_float>` **shadow_bias** = ``0.1``
  403. .. rst-class:: classref-property-setget
  404. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  405. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  406. Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.
  407. .. rst-class:: classref-item-separator
  408. ----
  409. .. _class_Light3D_property_shadow_blur:
  410. .. rst-class:: classref-property
  411. :ref:`float<class_float>` **shadow_blur** = ``1.0``
  412. .. rst-class:: classref-property-setget
  413. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  414. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  415. Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
  416. .. rst-class:: classref-item-separator
  417. ----
  418. .. _class_Light3D_property_shadow_enabled:
  419. .. rst-class:: classref-property
  420. :ref:`bool<class_bool>` **shadow_enabled** = ``false``
  421. .. rst-class:: classref-property-setget
  422. - void **set_shadow** **(** :ref:`bool<class_bool>` value **)**
  423. - :ref:`bool<class_bool>` **has_shadow** **(** **)**
  424. If ``true``, the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using :ref:`distance_fade_enabled<class_Light3D_property_distance_fade_enabled>` to hide the light when far away from the :ref:`Camera3D<class_Camera3D>`.
  425. .. rst-class:: classref-item-separator
  426. ----
  427. .. _class_Light3D_property_shadow_normal_bias:
  428. .. rst-class:: classref-property
  429. :ref:`float<class_float>` **shadow_normal_bias** = ``2.0``
  430. .. rst-class:: classref-property-setget
  431. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  432. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  433. Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using :ref:`shadow_bias<class_Light3D_property_shadow_bias>`. In practice, this value should be tweaked along with :ref:`shadow_bias<class_Light3D_property_shadow_bias>` to reduce artifacts as much as possible.
  434. .. rst-class:: classref-item-separator
  435. ----
  436. .. _class_Light3D_property_shadow_opacity:
  437. .. rst-class:: classref-property
  438. :ref:`float<class_float>` **shadow_opacity** = ``1.0``
  439. .. rst-class:: classref-property-setget
  440. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  441. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  442. The opacity to use when rendering the light's shadow map. Values lower than ``1.0`` make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
  443. .. rst-class:: classref-item-separator
  444. ----
  445. .. _class_Light3D_property_shadow_reverse_cull_face:
  446. .. rst-class:: classref-property
  447. :ref:`bool<class_bool>` **shadow_reverse_cull_face** = ``false``
  448. .. rst-class:: classref-property-setget
  449. - void **set_shadow_reverse_cull_face** **(** :ref:`bool<class_bool>` value **)**
  450. - :ref:`bool<class_bool>` **get_shadow_reverse_cull_face** **(** **)**
  451. If ``true``, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with :ref:`GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED<class_GeometryInstance3D_constant_SHADOW_CASTING_SETTING_DOUBLE_SIDED>`.
  452. .. rst-class:: classref-item-separator
  453. ----
  454. .. _class_Light3D_property_shadow_transmittance_bias:
  455. .. rst-class:: classref-property
  456. :ref:`float<class_float>` **shadow_transmittance_bias** = ``0.05``
  457. .. rst-class:: classref-property-setget
  458. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  459. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  460. .. container:: contribute
  461. There is currently no description for this property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
  462. .. rst-class:: classref-section-separator
  463. ----
  464. .. rst-class:: classref-descriptions-group
  465. Method Descriptions
  466. -------------------
  467. .. _class_Light3D_method_get_correlated_color:
  468. .. rst-class:: classref-method
  469. :ref:`Color<class_Color>` **get_correlated_color** **(** **)** |const|
  470. Returns the :ref:`Color<class_Color>` of an idealized blackbody at the given :ref:`light_temperature<class_Light3D_property_light_temperature>`. This value is calculated internally based on the :ref:`light_temperature<class_Light3D_property_light_temperature>`. This :ref:`Color<class_Color>` is multiplied by :ref:`light_color<class_Light3D_property_light_color>` before being sent to the :ref:`RenderingServer<class_RenderingServer>`.
  471. .. rst-class:: classref-item-separator
  472. ----
  473. .. _class_Light3D_method_get_param:
  474. .. rst-class:: classref-method
  475. :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  476. Returns the value of the specified :ref:`Param<enum_Light3D_Param>` parameter.
  477. .. rst-class:: classref-item-separator
  478. ----
  479. .. _class_Light3D_method_set_param:
  480. .. rst-class:: classref-method
  481. void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  482. Sets the value of the specified :ref:`Param<enum_Light3D_Param>` parameter.
  483. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  484. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  485. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  486. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  487. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  488. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
  489. .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`