:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/4.0/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/4.0/doc/classes/Light2D.xml. .. _class_Light2D: Light2D ======= **Inherits:** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` **Inherited By:** :ref:`DirectionalLight2D`, :ref:`PointLight2D` Casts light in a 2D environment. .. rst-class:: classref-introduction-group Description ----------- Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). .. rst-class:: classref-introduction-group Tutorials --------- - :doc:`2D lights and shadows <../tutorials/2d/2d_lights_and_shadows>` .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+ | :ref:`BlendMode` | :ref:`blend_mode` | ``0`` | +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+ | :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:`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:`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:`int` | :ref:`shadow_item_cull_mask` | ``1`` | +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+ .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +---------------------------+-------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_height` **(** **)** |const| | +---------------------------+-------------------------------------------------------------------------------------------------+ | void | :ref:`set_height` **(** :ref:`float` height **)** | +---------------------------+-------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Enumerations ------------ .. _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. This provides hard shadow edges and is the fastest to render. See :ref:`shadow_filter`. .. _class_Light2D_constant_SHADOW_FILTER_PCF5: .. rst-class:: classref-enumeration-constant :ref:`ShadowFilter` **SHADOW_FILTER_PCF5** = ``1`` Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See :ref:`shadow_filter`. .. _class_Light2D_constant_SHADOW_FILTER_PCF13: .. rst-class:: classref-enumeration-constant :ref:`ShadowFilter` **SHADOW_FILTER_PCF13** = ``2`` Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See :ref:`shadow_filter`. .. rst-class:: classref-item-separator ---- .. _enum_Light2D_BlendMode: .. rst-class:: classref-enumeration enum **BlendMode**: .. _class_Light2D_constant_BLEND_MODE_ADD: .. rst-class:: classref-enumeration-constant :ref:`BlendMode` **BLEND_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_BLEND_MODE_SUB: .. rst-class:: classref-enumeration-constant :ref:`BlendMode` **BLEND_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_BLEND_MODE_MIX: .. rst-class:: classref-enumeration-constant :ref:`BlendMode` **BLEND_MODE_MIX** = ``2`` Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_Light2D_property_blend_mode: .. rst-class:: classref-property :ref:`BlendMode` **blend_mode** = ``0`` .. rst-class:: classref-property-setget - void **set_blend_mode** **(** :ref:`BlendMode` value **)** - :ref:`BlendMode` **get_blend_mode** **(** **)** The Light2D's blend mode. See :ref:`BlendMode` constants for values. .. rst-class:: classref-item-separator ---- .. _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_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 :ref:`CanvasItem.light_mask` will be affected by the Light2D. See also :ref:`shadow_item_cull_mask`, which affects which objects can cast shadows. \ **Note:** :ref:`range_item_cull_mask` is ignored by :ref:`DirectionalLight2D`, which will always light a 2D node regardless of the 2D node's :ref:`CanvasItem.light_mask`. .. 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_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. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. :ref:`shadow_filter_smooth` only has an effect if :ref:`shadow_filter` is :ref:`SHADOW_FILTER_PCF5` or :ref:`SHADOW_FILTER_PCF13`. .. 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 :ref:`CanvasItem.light_mask` will cast shadows. See also :ref:`range_item_cull_mask`, which affects which objects can *receive* the light. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_Light2D_method_get_height: .. rst-class:: classref-method :ref:`float` **get_height** **(** **)** |const| Returns the light's height, which is used in 2D normal mapping. See :ref:`PointLight2D.height` and :ref:`DirectionalLight2D.height`. .. rst-class:: classref-item-separator ---- .. _class_Light2D_method_set_height: .. rst-class:: classref-method void **set_height** **(** :ref:`float` height **)** Sets the light's height, which is used in 2D normal mapping. See :ref:`PointLight2D.height` and :ref:`DirectionalLight2D.height`. .. |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.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`