/Godot 3.2


Inherits: Light < VisualInstance < Spatial < Node < Object

Omnidirectional light, such as a light bulb or a candle.


An Omnidirectional light is a type of Light that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.



float omni_attenuation 1.0
float omni_range 5.0
ShadowDetail omni_shadow_detail 1
ShadowMode omni_shadow_mode 1


enum ShadowMode:

  • SHADOW_DUAL_PARABOLOID = 0 --- Shadows are rendered to a dual-paraboloid texture. Faster than SHADOW_CUBE, but lower-quality.
  • SHADOW_CUBE = 1 --- Shadows are rendered to a cubemap. Slower than SHADOW_DUAL_PARABOLOID, but higher-quality.

enum ShadowDetail:

  • SHADOW_DETAIL_VERTICAL = 0 --- Use more detail vertically when computing the shadow.
  • SHADOW_DETAIL_HORIZONTAL = 1 --- Use more detail horizontally when computing the shadow.

Property Descriptions

float omni_attenuation

Default 1.0
Setter set_param(value)
Getter get_param()

The light's attenuation (drop-off) curve. A number of presets are available in the Inspector by right-clicking the curve.

float omni_range

Default 5.0
Setter set_param(value)
Getter get_param()

The light's radius. Note that the effectively lit area may appear to be smaller depending on the omni_attenuation in use. No matter the omni_attenuation in use, the light will never reach anything outside this radius.

ShadowDetail omni_shadow_detail

Default 1
Setter set_shadow_detail(value)
Getter get_shadow_detail()

See ShadowDetail.

ShadowMode omni_shadow_mode

Default 1
Setter set_shadow_mode(value)
Getter get_shadow_mode()

See ShadowMode.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.