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authorYuri Sizov <11782833+YuriSizov@users.noreply.github.com>2023-02-04 21:36:25 +0300
committerGitHub <noreply@github.com>2023-02-04 21:36:25 +0300
commit373295fa1580d732ad3be427b77d0fa74dce37a1 (patch)
tree4ae94e907fca7cd15e0ce6f7fe98a5b64569e577 /doc/classes/SpotLight3D.xml
parent8753b07b0561cfc8debce8d84421d19120ea9b0b (diff)
parenteb52b9599706ba98115f694a98763a8a5dd29e8a (diff)
Merge pull request #72656 from Calinou/doc-decal-visibility-aabb
Document visibility AABB caveats with decals, reflection probes and lights
Diffstat (limited to 'doc/classes/SpotLight3D.xml')
-rw-r--r--doc/classes/SpotLight3D.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml
index 59d36aefab..9dff742748 100644
--- a/doc/classes/SpotLight3D.xml
+++ b/doc/classes/SpotLight3D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D].
+ [b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
</description>
<tutorials>
<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>