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/Godot 3.1

Light

Inherits: VisualInstance < Spatial < Node < Object

Inherited By: DirectionalLight, OmniLight, SpotLight

Category: Core

Brief Description

Provides a base class for different kinds of light nodes.

Properties

bool editor_only
BakeMode light_bake_mode
Color light_color
int light_cull_mask
float light_energy
float light_indirect_energy
bool light_negative
float light_specular
float shadow_bias
Color shadow_color
float shadow_contact
bool shadow_enabled
bool shadow_reverse_cull_face

Enumerations

enum Param:

  • PARAM_ENERGY = 0
  • PARAM_INDIRECT_ENERGY = 1
  • PARAM_SPECULAR = 2
  • PARAM_RANGE = 3
  • PARAM_ATTENUATION = 4
  • PARAM_SPOT_ANGLE = 5
  • PARAM_SPOT_ATTENUATION = 6
  • PARAM_CONTACT_SHADOW_SIZE = 7
  • PARAM_SHADOW_MAX_DISTANCE = 8
  • PARAM_SHADOW_SPLIT_1_OFFSET = 9
  • PARAM_SHADOW_SPLIT_2_OFFSET = 10
  • PARAM_SHADOW_SPLIT_3_OFFSET = 11
  • PARAM_SHADOW_NORMAL_BIAS = 12
  • PARAM_SHADOW_BIAS = 13
  • PARAM_SHADOW_BIAS_SPLIT_SCALE = 14
  • PARAM_MAX = 15 — Represents the size of the Param enum.

enum BakeMode:

  • BAKE_DISABLED = 0 — Light is ignored when baking. Note: hiding a light does not affect baking.
  • BAKE_INDIRECT = 1 — Only indirect lighting will be baked. Default value.
  • BAKE_ALL = 2 — Both direct and indirect light will be baked. Note: you should hide the light if you don’t want it to appear twice (dynamic and baked).

Description

Light is the abstract base class for light nodes, so it shouldn’t be used directly (It can’t be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.

Tutorials

Property Descriptions

bool editor_only

Setter set_editor_only(value)
Getter is_editor_only()

If true, the light only appears in the editor and will not be visible at runtime. Default value:false.

BakeMode light_bake_mode

Setter set_bake_mode(value)
Getter get_bake_mode()

The light’s bake mode. See BakeMode.

Color light_color

Setter set_color(value)
Getter get_color()

The light’s color.

int light_cull_mask

Setter set_cull_mask(value)
Getter get_cull_mask()

The light will affect objects in the selected layers.

float light_energy

Setter set_param(value)
Getter get_param()

The light’s strength multiplier.

float light_indirect_energy

Setter set_param(value)
Getter get_param()

Secondary multiplier used with indirect light (light bounces). This works in baked light or GIProbe.

bool light_negative

Setter set_negative(value)
Getter is_negative()

If true, the light’s effect is reversed, darkening areas and casting bright shadows. Default value: false.

float light_specular

Setter set_param(value)
Getter get_param()

The intensity of the specular blob in objects affected by the light. At 0 the light becomes a pure diffuse light.

float shadow_bias

Setter set_param(value)
Getter get_param()

Used to adjust shadow appearance. Too small a value results in self shadowing, while too large a value causes shadows to separate from casters. Adjust as needed.

Color shadow_color

Setter set_shadow_color(value)
Getter get_shadow_color()

The color of shadows cast by this light.

float shadow_contact

Setter set_param(value)
Getter get_param()

Attempts to reduce shadow_bias gap.

bool shadow_enabled

Setter set_shadow(value)
Getter has_shadow()

If true, the light will cast shadows. Default value: false.

bool shadow_reverse_cull_face

Setter set_shadow_reverse_cull_face(value)
Getter get_shadow_reverse_cull_face()

© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.1/classes/class_light.html