From f2c2ecb6e8e8408bb2453e4b8a0d56f49cac2edd Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 25 Oct 2021 22:04:30 +0200 Subject: Fix properties being displayed when they shouldn't in DirectionalLight3D The parent `_validate_property()` wasn't called, which led to shadow properties being visible even if shadows were disabled on a DirectionalLight3D node. --- doc/classes/DirectionalLight3D.xml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'doc') diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 128c960138..44d982cbcc 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -11,13 +11,13 @@ - If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. Enabling shadow blend splitting also has a moderate performance cost. This is ignored when [member directional_shadow_mode] is [code]SHADOW_ORTHOGONAL[/code]. + If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. Enabling shadow blend splitting also has a moderate performance cost. This is ignored when [member directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]. Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance], the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the [member directional_shadow_max_distance] is low, consider lowering [member directional_shadow_fade_start] below [code]0.8[/code] to make shadow transitions less noticeable. On the other hand, if you tuned [member directional_shadow_max_distance] to cover the entire scene, you can set [member directional_shadow_fade_start] to [code]1.0[/code] to prevent the shadow from fading in the distance (it will suddenly cut off instead). - The maximum distance for shadow splits. + The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering). The light's shadow rendering algorithm. See [enum ShadowMode]. @@ -26,13 +26,13 @@ Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to [code]0[/code] turns off the pancaking effect. - The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code]. + The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant SHADOW_PARALLEL_4_SPLITS]. - The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]. + The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]. - The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]. + The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]. -- cgit v1.2.3