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-rw-r--r--doc/classes/DirectionalLight3D.xml13
1 files changed, 11 insertions, 2 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index ad2663a61b..754518239c 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -35,8 +35,8 @@
The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS].
</member>
<member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.1" />
- <member name="use_in_sky_only" type="bool" setter="set_sky_only" getter="is_sky_only" default="false">
- If [code]true[/code], this [DirectionalLight3D] will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
+ <member name="sky_mode" type="int" setter="set_sky_mode" getter="get_sky_mode" enum="DirectionalLight3D.SkyMode" default="0">
+ Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or both in the sky and in the scene. See [enum SkyMode] for options.
</member>
</members>
<constants>
@@ -49,5 +49,14 @@
<constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode">
Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.
</constant>
+ <constant name="SKY_MODE_LIGHT_AND_SKY" value="0" enum="SkyMode">
+ Makes the light visible in both scene lighting and sky rendering.
+ </constant>
+ <constant name="SKY_MODE_LIGHT_ONLY" value="1" enum="SkyMode">
+ Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders.
+ </constant>
+ <constant name="SKY_MODE_SKY_ONLY" value="2" enum="SkyMode">
+ Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example).
+ </constant>
</constants>
</class>