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-rw-r--r--doc/classes/Light3D.xml9
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>