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Diffstat (limited to 'doc/classes/Light3D.xml')
-rw-r--r-- | doc/classes/Light3D.xml | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 4e48a24951..623b2a2bb0 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -35,6 +35,9 @@ <member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false"> 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"> + Angular size of the light in degrees. Only available for [DirectionalLight3D]s. For reference, the sun from 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]. </member> @@ -53,12 +56,18 @@ <member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false"> If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows. </member> + <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0"> + The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. + </member> <member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5"> The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light. </member> <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.15"> Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed. </member> + <member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0"> + Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. + </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 1 )"> The color of shadows cast by this light. </member> |