diff options
Diffstat (limited to 'doc/classes/Light3D.xml')
-rw-r--r-- | doc/classes/Light3D.xml | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index e9ebbc0a41..fe7756faaf 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -55,6 +55,7 @@ </member> <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0"> The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. + [b]Note:[/b] [member light_angular_distance] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). </member> <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="2"> The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See [enum BakeMode]. @@ -91,6 +92,7 @@ </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. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent. + [b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). </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. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. @@ -112,7 +114,7 @@ <member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false"> 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_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0"> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0"> Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible. </member> <member name="shadow_opacity" type="float" setter="set_param" getter="get_param" default="1.0"> |