:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/Light2D.xml. .. _class_Light2D: Light2D ======= **Inherits:** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` Casts light in a 2D environment. .. rst-class:: classref-introduction-group 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:** Light2D can also be used as a mask. .. rst-class:: classref-introduction-group Tutorials --------- - :doc:`../tutorials/2d/2d_lights_and_shadows` .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`Color` | :ref:`color` | ``Color( 1, 1, 1, 1 )`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`bool` | :ref:`editor_only` | ``false`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`bool` | :ref:`enabled` | ``true`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`float` | :ref:`energy` | ``1.0`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`Mode` | :ref:`mode` | ``0`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`Vector2` | :ref:`offset` | ``Vector2( 0, 0 )`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`float` | :ref:`range_height` | ``0.0`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`int` | :ref:`range_item_cull_mask` | ``1`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`int` | :ref:`range_layer_max` | ``0`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`int` | :ref:`range_layer_min` | ``0`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`int` | :ref:`range_z_max` | ``1024`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`int` | :ref:`range_z_min` | ``-1024`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`int` | :ref:`shadow_buffer_size` | ``2048`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`Color` | :ref:`shadow_color` | ``Color( 0, 0, 0, 0 )`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`bool` | :ref:`shadow_enabled` | ``false`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`ShadowFilter` | :ref:`shadow_filter` | ``0`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`float` | :ref:`shadow_filter_smooth` | ``0.0`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`float` | :ref:`shadow_gradient_length` | ``0.0`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`int` | :ref:`shadow_item_cull_mask` | ``1`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`Texture` | :ref:`texture` | | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ | :ref:`float` | :ref:`texture_scale` | ``1.0`` | +------------------------------------------------+------------------------------------------------------------------------------+-------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Enumerations ------------ .. _enum_Light2D_Mode: .. rst-class:: classref-enumeration enum **Mode**: .. _class_Light2D_constant_MODE_ADD: .. rst-class:: classref-enumeration-constant :ref:`Mode` **MODE_ADD** = ``0`` Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light. .. _class_Light2D_constant_MODE_SUB: .. rst-class:: classref-enumeration-constant :ref:`Mode` **MODE_SUB** = ``1`` Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect. .. _class_Light2D_constant_MODE_MIX: .. rst-class:: classref-enumeration-constant :ref:`Mode` **MODE_MIX** = ``2`` Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation. .. _class_Light2D_constant_MODE_MASK: .. rst-class:: classref-enumeration-constant :ref:`Mode` **MODE_MASK** = ``3`` 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. .. rst-class:: classref-item-separator ---- .. _enum_Light2D_ShadowFilter: .. rst-class:: classref-enumeration enum **ShadowFilter**: .. _class_Light2D_constant_SHADOW_FILTER_NONE: .. rst-class:: classref-enumeration-constant :ref:`ShadowFilter` **SHADOW_FILTER_NONE** = ``0`` No filter applies to the shadow map. See :ref:`shadow_filter`. .. _class_Light2D_constant_SHADOW_FILTER_PCF3: .. rst-class:: classref-enumeration-constant :ref:`ShadowFilter` **SHADOW_FILTER_PCF3** = ``1`` Percentage closer filtering (3 samples) applies to the shadow map. See :ref:`shadow_filter`. .. _class_Light2D_constant_SHADOW_FILTER_PCF5: .. rst-class:: classref-enumeration-constant :ref:`ShadowFilter` **SHADOW_FILTER_PCF5** = ``2`` Percentage closer filtering (5 samples) applies to the shadow map. See :ref:`shadow_filter`. .. _class_Light2D_constant_SHADOW_FILTER_PCF7: .. rst-class:: classref-enumeration-constant :ref:`ShadowFilter` **SHADOW_FILTER_PCF7** = ``3`` Percentage closer filtering (7 samples) applies to the shadow map. See :ref:`shadow_filter`. .. _class_Light2D_constant_SHADOW_FILTER_PCF9: .. rst-class:: classref-enumeration-constant :ref:`ShadowFilter` **SHADOW_FILTER_PCF9** = ``4`` Percentage closer filtering (9 samples) applies to the shadow map. See :ref:`shadow_filter`. .. _class_Light2D_constant_SHADOW_FILTER_PCF13: .. rst-class:: classref-enumeration-constant :ref:`ShadowFilter` **SHADOW_FILTER_PCF13** = ``5`` Percentage closer filtering (13 samples) applies to the shadow map. See :ref:`shadow_filter`. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_Light2D_property_color: .. rst-class:: classref-property :ref:`Color` **color** = ``Color( 1, 1, 1, 1 )`` .. rst-class:: classref-property-setget - void **set_color** **(** :ref:`Color` value **)** - :ref:`Color` **get_color** **(** **)** The Light2D's :ref:`Color`. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_editor_only: .. rst-class:: classref-property :ref:`bool` **editor_only** = ``false`` .. rst-class:: classref-property-setget - void **set_editor_only** **(** :ref:`bool` value **)** - :ref:`bool` **is_editor_only** **(** **)** If ``true``, Light2D will only appear when editing the scene. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_enabled: .. rst-class:: classref-property :ref:`bool` **enabled** = ``true`` .. rst-class:: classref-property-setget - void **set_enabled** **(** :ref:`bool` value **)** - :ref:`bool` **is_enabled** **(** **)** If ``true``, Light2D will emit light. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_energy: .. rst-class:: classref-property :ref:`float` **energy** = ``1.0`` .. rst-class:: classref-property-setget - void **set_energy** **(** :ref:`float` value **)** - :ref:`float` **get_energy** **(** **)** The Light2D's energy value. The larger the value, the stronger the light. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_mode: .. rst-class:: classref-property :ref:`Mode` **mode** = ``0`` .. rst-class:: classref-property-setget - void **set_mode** **(** :ref:`Mode` value **)** - :ref:`Mode` **get_mode** **(** **)** The Light2D's mode. See :ref:`Mode` constants for values. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_offset: .. rst-class:: classref-property :ref:`Vector2` **offset** = ``Vector2( 0, 0 )`` .. rst-class:: classref-property-setget - void **set_texture_offset** **(** :ref:`Vector2` value **)** - :ref:`Vector2` **get_texture_offset** **(** **)** The offset of the Light2D's ``texture``. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_range_height: .. rst-class:: classref-property :ref:`float` **range_height** = ``0.0`` .. rst-class:: classref-property-setget - void **set_height** **(** :ref:`float` value **)** - :ref:`float` **get_height** **(** **)** The height of the Light2D. Used with 2D normal mapping. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_range_item_cull_mask: .. rst-class:: classref-property :ref:`int` **range_item_cull_mask** = ``1`` .. rst-class:: classref-property-setget - void **set_item_cull_mask** **(** :ref:`int` value **)** - :ref:`int` **get_item_cull_mask** **(** **)** The layer mask. Only objects with a matching mask will be affected by the Light2D. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_range_layer_max: .. rst-class:: classref-property :ref:`int` **range_layer_max** = ``0`` .. rst-class:: classref-property-setget - void **set_layer_range_max** **(** :ref:`int` value **)** - :ref:`int` **get_layer_range_max** **(** **)** Maximum layer value of objects that are affected by the Light2D. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_range_layer_min: .. rst-class:: classref-property :ref:`int` **range_layer_min** = ``0`` .. rst-class:: classref-property-setget - void **set_layer_range_min** **(** :ref:`int` value **)** - :ref:`int` **get_layer_range_min** **(** **)** Minimum layer value of objects that are affected by the Light2D. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_range_z_max: .. rst-class:: classref-property :ref:`int` **range_z_max** = ``1024`` .. rst-class:: classref-property-setget - void **set_z_range_max** **(** :ref:`int` value **)** - :ref:`int` **get_z_range_max** **(** **)** Maximum ``z`` value of objects that are affected by the Light2D. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_range_z_min: .. rst-class:: classref-property :ref:`int` **range_z_min** = ``-1024`` .. rst-class:: classref-property-setget - void **set_z_range_min** **(** :ref:`int` value **)** - :ref:`int` **get_z_range_min** **(** **)** Minimum ``z`` value of objects that are affected by the Light2D. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_shadow_buffer_size: .. rst-class:: classref-property :ref:`int` **shadow_buffer_size** = ``2048`` .. rst-class:: classref-property-setget - void **set_shadow_buffer_size** **(** :ref:`int` value **)** - :ref:`int` **get_shadow_buffer_size** **(** **)** Shadow buffer size. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_shadow_color: .. rst-class:: classref-property :ref:`Color` **shadow_color** = ``Color( 0, 0, 0, 0 )`` .. rst-class:: classref-property-setget - void **set_shadow_color** **(** :ref:`Color` value **)** - :ref:`Color` **get_shadow_color** **(** **)** :ref:`Color` of shadows cast by the Light2D. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_shadow_enabled: .. rst-class:: classref-property :ref:`bool` **shadow_enabled** = ``false`` .. rst-class:: classref-property-setget - void **set_shadow_enabled** **(** :ref:`bool` value **)** - :ref:`bool` **is_shadow_enabled** **(** **)** If ``true``, the Light2D will cast shadows. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_shadow_filter: .. rst-class:: classref-property :ref:`ShadowFilter` **shadow_filter** = ``0`` .. rst-class:: classref-property-setget - void **set_shadow_filter** **(** :ref:`ShadowFilter` value **)** - :ref:`ShadowFilter` **get_shadow_filter** **(** **)** Shadow filter type. See :ref:`ShadowFilter` for possible values. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_shadow_filter_smooth: .. rst-class:: classref-property :ref:`float` **shadow_filter_smooth** = ``0.0`` .. rst-class:: classref-property-setget - void **set_shadow_smooth** **(** :ref:`float` value **)** - :ref:`float` **get_shadow_smooth** **(** **)** Smoothing value for shadows. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_shadow_gradient_length: .. rst-class:: classref-property :ref:`float` **shadow_gradient_length** = ``0.0`` .. rst-class:: classref-property-setget - void **set_shadow_gradient_length** **(** :ref:`float` value **)** - :ref:`float` **get_shadow_gradient_length** **(** **)** Smooth shadow gradient length. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_shadow_item_cull_mask: .. rst-class:: classref-property :ref:`int` **shadow_item_cull_mask** = ``1`` .. rst-class:: classref-property-setget - void **set_item_shadow_cull_mask** **(** :ref:`int` value **)** - :ref:`int` **get_item_shadow_cull_mask** **(** **)** The shadow mask. Used with :ref:`LightOccluder2D` to cast shadows. Only occluders with a matching light mask will cast shadows. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_texture: .. rst-class:: classref-property :ref:`Texture` **texture** .. rst-class:: classref-property-setget - void **set_texture** **(** :ref:`Texture` value **)** - :ref:`Texture` **get_texture** **(** **)** :ref:`Texture` used for the Light2D's appearance. .. rst-class:: classref-item-separator ---- .. _class_Light2D_property_texture_scale: .. rst-class:: classref-property :ref:`float` **texture_scale** = ``1.0`` .. rst-class:: classref-property-setget - void **set_texture_scale** **(** :ref:`float` value **)** - :ref:`float` **get_texture_scale** **(** **)** The ``texture``'s scale factor. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`