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authorBrian Semrau <brian.semrau@gmail.com>2021-10-12 19:16:23 -0400
committerBrian Semrau <brian.semrau@gmail.com>2021-10-14 11:44:32 -0400
commit4fefd7cddd8b733a19291ceb1d05991471940c93 (patch)
treee04883da449ad0855be9691380081653c0f963c8 /doc/classes
parent004b44e91519626e847c981c9f91ae3c4e36282c (diff)
Fix several issues with directional shadows
- Internally disable blend splits in orthogonal directional shadow mode - Fix soft shadows ignoring fade and blend_splits - Fix soft shadow edge stability
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/DirectionalLight3D.xml4
-rw-r--r--doc/classes/Light3D.xml2
2 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index 7c006ad3a6..f2a6e5b6f8 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -11,7 +11,7 @@
</tutorials>
<members>
<member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false">
- If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits.
+ If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. This is ignored when [member directional_shadow_mode] is [code]SHADOW_ORTHOGONAL[/code].
</member>
<member name="directional_shadow_fade_start" type="float" setter="set_param" getter="get_param" default="0.8">
Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance] the shadow will disappear.
@@ -29,7 +29,7 @@
The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code].
</member>
<member name="directional_shadow_split_2" type="float" setter="set_param" getter="get_param" default="0.2">
- The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code].
+ The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code].
</member>
<member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5">
The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code].
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 52359b0ede..dbda22d618 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -32,7 +32,7 @@
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
</member>
<member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0">
- The light's angular size in degrees. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code].
+ The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code].
</member>
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1">
The light's bake mode. See [enum BakeMode].