<?xml version="1.0" encoding="UTF-8" ?> <class name="Light2D" inherits="Node2D" category="Core" version="3.1"> <brief_description> Casts light in a 2D environment. </brief_description> <description> 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. </description> <tutorials> </tutorials> <demos> </demos> <methods> </methods> <members> <member name="color" type="Color" setter="set_color" getter="get_color"> The Light2D's [Color]. </member> <member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only"> If [code]true[/code] Light2D will only appear when editing the scene. Default value: [code]false[/code]. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled"> If [code]true[/code] Light2D will emit light. Default value: [code]true[/code]. </member> <member name="energy" type="float" setter="set_energy" getter="get_energy"> The Light2D's energy value. The larger the value, the stronger the light. </member> <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Light2D.Mode"> The Light2D's mode. See MODE_* constants for values. </member> <member name="offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset"> The offset of the Light2D's [code]texture[/code]. </member> <member name="range_height" type="float" setter="set_height" getter="get_height"> The height of the Light2D. Used with 2D normal mapping. </member> <member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask"> The layer mask. Only objects with a matching mask will be affected by the Light2D. </member> <member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max"> Maximum layer value of objects that are affected by the Light2D. Default value: [code]0[/code]. </member> <member name="range_layer_min" type="int" setter="set_layer_range_min" getter="get_layer_range_min"> Minimum layer value of objects that are affected by the Light2D. Default value: [code]0[/code]. </member> <member name="range_z_max" type="int" setter="set_z_range_max" getter="get_z_range_max"> Maximum [code]Z[/code] value of objects that are affected by the Light2D. Default value: [code]1024[/code]. </member> <member name="range_z_min" type="int" setter="set_z_range_min" getter="get_z_range_min"> Minimum [code]z[/code] value of objects that are affected by the Light2D. Default value: [code]-1024[/code]. </member> <member name="shadow_buffer_size" type="int" setter="set_shadow_buffer_size" getter="get_shadow_buffer_size"> Shadow buffer size. Default value: [code]2048[/code]. </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color"> [Color] of shadows cast by the Light2D. </member> <member name="shadow_enabled" type="bool" setter="set_shadow_enabled" getter="is_shadow_enabled"> If [code]true[/code] the Light2D will cast shadows. Default value: [code]false[/code]. </member> <member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter"> Shadow filter type. Use SHADOW_FILTER_* constants to set [code]shadow_filter[/code]. Default value: [code]None[/code]. </member> <member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth"> Smoothing value for shadows. </member> <member name="shadow_gradient_length" type="float" setter="set_shadow_gradient_length" getter="get_shadow_gradient_length"> Smooth shadow gradient length. </member> <member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask"> The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching shadow mask will cast shadows. </member> <member name="texture" type="Texture" setter="set_texture" getter="get_texture"> [Texture] used for the Light2D's appearance. </member> <member name="texture_scale" type="float" setter="set_texture_scale" getter="get_texture_scale"> The [code]texture[/code]'s scale factor. </member> </members> <constants> <constant name="MODE_ADD" value="0" enum="Mode"> Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light. </constant> <constant name="MODE_SUB" value="1" enum="Mode"> Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect. </constant> <constant name="MODE_MIX" value="2" enum="Mode"> Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation. </constant> <constant name="MODE_MASK" value="3" enum="Mode"> 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. </constant> <constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter"> No filter applies to the shadow map. See [method shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF3" value="1" enum="ShadowFilter"> Percentage closer filtering (3 samples) applies to the shadow map. See [method shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF5" value="2" enum="ShadowFilter"> Percentage closer filtering (5 samples) applies to the shadow map. See [method shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF7" value="3" enum="ShadowFilter"> Percentage closer filtering (7 samples) applies to the shadow map. See [method shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF9" value="4" enum="ShadowFilter"> Percentage closer filtering (9 samples) applies to the shadow map. See [method shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF13" value="5" enum="ShadowFilter"> Percentage closer filtering (13 samples) applies to the shadow map. See [method shadow_filter]. </constant> </constants> </class>