diff options
Diffstat (limited to 'doc/classes/Light2D.xml')
-rw-r--r-- | doc/classes/Light2D.xml | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 062d532464..4481131f81 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -41,7 +41,8 @@ The Light2D's energy value. The larger the value, the stronger the light. </member> <member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1"> - The layer mask. Only objects with a matching mask will be affected by the Light2D. + The layer mask. Only objects with a matching [member CanvasItem.light_mask] will be affected by the Light2D. See also [member shadow_item_cull_mask], which affects which objects can cast shadows. + [b]Note:[/b] [member range_item_cull_mask] is ignored by [DirectionalLight2D], which will always light a 2D node regardless of the 2D node's [member CanvasItem.light_mask]. </member> <member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max" default="0"> Maximum layer value of objects that are affected by the Light2D. @@ -68,7 +69,7 @@ Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13]. </member> <member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1"> - The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows. + The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching [member CanvasItem.light_mask] will cast shadows. See also [member range_item_cull_mask], which affects which objects can [i]receive[/i] the light. </member> </members> <constants> @@ -79,7 +80,7 @@ Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See [member shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter"> - Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtereing mode, and should be used sparingly. See [member shadow_filter]. + Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See [member shadow_filter]. </constant> <constant name="BLEND_MODE_ADD" value="0" enum="BlendMode"> Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light. |