diff options
Diffstat (limited to 'doc/classes/Light3D.xml')
-rw-r--r-- | doc/classes/Light3D.xml | 22 |
1 files changed, 18 insertions, 4 deletions
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index a058611915..b7822f1bb0 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -28,6 +28,23 @@ </method> </methods> <members> + <member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0"> + The distance from the camera at which the light begins to fade away (in 3D units). + [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]. + </member> + <member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false"> + If [code]true[/code], the light will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. This acts as a form of level of detail (LOD). The light will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance. + [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]. + </member> + <member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0"> + Distance over which the light fades. The light's energy is progressively reduced over this distance and is completely invisible at the end. + [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]. + </member> + <member name="distance_fade_shadow" type="float" setter="set_distance_fade_shadow" getter="get_distance_fade_shadow" default="50.0"> + The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than [member distance_fade_begin] + [member distance_fade_length] to further improve performance, as shadow rendering is often more expensive than light rendering itself. + [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only when [member shadow_enabled] is [code]true[/code]. + [b]Note:[/b] Due to a rendering engine limitation, shadows will be disabled instantly instead of fading smoothly according to [member distance_fade_length]. This may result in visible pop-in depending on the scene topography. + </member> <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> @@ -69,11 +86,8 @@ <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 impact performance, 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> <member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false"> - If [code]true[/code], the light will cast shadows. + If [code]true[/code], the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using [member distance_fade_enabled] to hide the light when far away from the [Camera3D]. </member> <member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="0.1"> </member> |