Casts light in a 2D environment.
Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html
The Light2D's [Color].
If [code]true[/code], Light2D will only appear when editing the scene. Default value: [code]false[/code].
If [code]true[/code], Light2D will emit light. Default value: [code]true[/code].
The Light2D's energy value. The larger the value, the stronger the light.
The Light2D's mode. See MODE_* constants for values.
The offset of the Light2D's [code]texture[/code].
The height of the Light2D. Used with 2D normal mapping.
The layer mask. Only objects with a matching mask will be affected by the Light2D.
Maximum layer value of objects that are affected by the Light2D. Default value: [code]0[/code].
Minimum layer value of objects that are affected by the Light2D. Default value: [code]0[/code].
Maximum [code]z[/code] value of objects that are affected by the Light2D. Default value: [code]1024[/code].
Minimum [code]z[/code] value of objects that are affected by the Light2D. Default value: [code]-1024[/code].
Shadow buffer size. Default value: [code]2048[/code].
[Color] of shadows cast by the Light2D.
If [code]true[/code], the Light2D will cast shadows. Default value: [code]false[/code].
Shadow filter type. Use [enum ShadowFilter] constants as values. Default value: [constant SHADOW_FILTER_NONE].
Smoothing value for shadows.
Smooth shadow gradient length.
The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching shadow mask will cast shadows.
[Texture] used for the Light2D's appearance.
The [code]texture[/code]'s scale factor.
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
No filter applies to the shadow map. See [member shadow_filter].
Percentage closer filtering (3 samples) applies to the shadow map. See [member shadow_filter].
Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter].
Percentage closer filtering (7 samples) applies to the shadow map. See [member shadow_filter].
Percentage closer filtering (9 samples) applies to the shadow map. See [member shadow_filter].
Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter].