Omnidirectional light, such as a light bulb or a candle. An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. $DOCS_URL/tutorials/3d/lights_and_shadows.html The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. Zero and negative values are allowed but can produce unusual effects. [b]Note:[/b] Very high [member omni_attenuation] values (typically above 10) can impact performance negatively if the light is made to use a larger [member omni_range] to compensate. This is because culling opportunities will become less common and shading costs will be increased (as the light will cover more pixels on screen while resulting in the same amount of brightness). To improve performance, use the lowest [member omni_attenuation] value possible for the visuals you're trying to achieve. The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius. See [enum ShadowMode]. Shadows are rendered to a dual-paraboloid texture. Faster than [constant SHADOW_CUBE], but lower-quality. Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.