class_directionallight3d.rst 15 KB

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  1. :github_url: hide
  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
  4. .. Generator: https://github.com/godotengine/godot/tree/4.0/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/4.0/doc/classes/DirectionalLight3D.xml.
  6. .. _class_DirectionalLight3D:
  7. DirectionalLight3D
  8. ==================
  9. **Inherits:** :ref:`Light3D<class_Light3D>` **<** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  10. Directional light from a distance, as from the Sun.
  11. .. rst-class:: classref-introduction-group
  12. Description
  13. -----------
  14. A directional light is a type of :ref:`Light3D<class_Light3D>` node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction.
  15. .. rst-class:: classref-introduction-group
  16. Tutorials
  17. ---------
  18. - :doc:`Lights and shadows <../tutorials/3d/lights_and_shadows>`
  19. .. rst-class:: classref-reftable-group
  20. Properties
  21. ----------
  22. .. table::
  23. :widths: auto
  24. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  25. | :ref:`bool<class_bool>` | :ref:`directional_shadow_blend_splits<class_DirectionalLight3D_property_directional_shadow_blend_splits>` | ``false`` |
  26. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  27. | :ref:`float<class_float>` | :ref:`directional_shadow_fade_start<class_DirectionalLight3D_property_directional_shadow_fade_start>` | ``0.8`` |
  28. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  29. | :ref:`float<class_float>` | :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>` | ``100.0`` |
  30. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  31. | :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` | :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` | ``2`` |
  32. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  33. | :ref:`float<class_float>` | :ref:`directional_shadow_pancake_size<class_DirectionalLight3D_property_directional_shadow_pancake_size>` | ``20.0`` |
  34. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  35. | :ref:`float<class_float>` | :ref:`directional_shadow_split_1<class_DirectionalLight3D_property_directional_shadow_split_1>` | ``0.1`` |
  36. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  37. | :ref:`float<class_float>` | :ref:`directional_shadow_split_2<class_DirectionalLight3D_property_directional_shadow_split_2>` | ``0.2`` |
  38. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  39. | :ref:`float<class_float>` | :ref:`directional_shadow_split_3<class_DirectionalLight3D_property_directional_shadow_split_3>` | ``0.5`` |
  40. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  41. | :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` | :ref:`sky_mode<class_DirectionalLight3D_property_sky_mode>` | ``0`` |
  42. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  43. .. rst-class:: classref-section-separator
  44. ----
  45. .. rst-class:: classref-descriptions-group
  46. Enumerations
  47. ------------
  48. .. _enum_DirectionalLight3D_ShadowMode:
  49. .. rst-class:: classref-enumeration
  50. enum **ShadowMode**:
  51. .. _class_DirectionalLight3D_constant_SHADOW_ORTHOGONAL:
  52. .. rst-class:: classref-enumeration-constant
  53. :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **SHADOW_ORTHOGONAL** = ``0``
  54. Renders the entire scene's shadow map from an orthogonal point of view. This is the fastest directional shadow mode. May result in blurrier shadows on close objects.
  55. .. _class_DirectionalLight3D_constant_SHADOW_PARALLEL_2_SPLITS:
  56. .. rst-class:: classref-enumeration-constant
  57. :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **SHADOW_PARALLEL_2_SPLITS** = ``1``
  58. Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between :ref:`SHADOW_ORTHOGONAL<class_DirectionalLight3D_constant_SHADOW_ORTHOGONAL>` and :ref:`SHADOW_PARALLEL_4_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS>` in terms of performance.
  59. .. _class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS:
  60. .. rst-class:: classref-enumeration-constant
  61. :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **SHADOW_PARALLEL_4_SPLITS** = ``2``
  62. Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.
  63. .. rst-class:: classref-item-separator
  64. ----
  65. .. _enum_DirectionalLight3D_SkyMode:
  66. .. rst-class:: classref-enumeration
  67. enum **SkyMode**:
  68. .. _class_DirectionalLight3D_constant_SKY_MODE_LIGHT_AND_SKY:
  69. .. rst-class:: classref-enumeration-constant
  70. :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **SKY_MODE_LIGHT_AND_SKY** = ``0``
  71. Makes the light visible in both scene lighting and sky rendering.
  72. .. _class_DirectionalLight3D_constant_SKY_MODE_LIGHT_ONLY:
  73. .. rst-class:: classref-enumeration-constant
  74. :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **SKY_MODE_LIGHT_ONLY** = ``1``
  75. Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders.
  76. .. _class_DirectionalLight3D_constant_SKY_MODE_SKY_ONLY:
  77. .. rst-class:: classref-enumeration-constant
  78. :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **SKY_MODE_SKY_ONLY** = ``2``
  79. Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example).
  80. .. rst-class:: classref-section-separator
  81. ----
  82. .. rst-class:: classref-descriptions-group
  83. Property Descriptions
  84. ---------------------
  85. .. _class_DirectionalLight3D_property_directional_shadow_blend_splits:
  86. .. rst-class:: classref-property
  87. :ref:`bool<class_bool>` **directional_shadow_blend_splits** = ``false``
  88. .. rst-class:: classref-property-setget
  89. - void **set_blend_splits** **(** :ref:`bool<class_bool>` value **)**
  90. - :ref:`bool<class_bool>` **is_blend_splits_enabled** **(** **)**
  91. If ``true``, shadow detail is sacrificed in exchange for smoother transitions between splits. Enabling shadow blend splitting also has a moderate performance cost. This is ignored when :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` is :ref:`SHADOW_ORTHOGONAL<class_DirectionalLight3D_constant_SHADOW_ORTHOGONAL>`.
  92. .. rst-class:: classref-item-separator
  93. ----
  94. .. _class_DirectionalLight3D_property_directional_shadow_fade_start:
  95. .. rst-class:: classref-property
  96. :ref:`float<class_float>` **directional_shadow_fade_start** = ``0.8``
  97. .. rst-class:: classref-property-setget
  98. - void **set_param** **(** :ref:`float<class_float>` value **)**
  99. - :ref:`float<class_float>` **get_param** **(** **)**
  100. Proportion of :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>` at which point the shadow starts to fade. At :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`, the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>` is low, consider lowering :ref:`directional_shadow_fade_start<class_DirectionalLight3D_property_directional_shadow_fade_start>` below ``0.8`` to make shadow transitions less noticeable. On the other hand, if you tuned :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>` to cover the entire scene, you can set :ref:`directional_shadow_fade_start<class_DirectionalLight3D_property_directional_shadow_fade_start>` to ``1.0`` to prevent the shadow from fading in the distance (it will suddenly cut off instead).
  101. .. rst-class:: classref-item-separator
  102. ----
  103. .. _class_DirectionalLight3D_property_directional_shadow_max_distance:
  104. .. rst-class:: classref-property
  105. :ref:`float<class_float>` **directional_shadow_max_distance** = ``100.0``
  106. .. rst-class:: classref-property-setget
  107. - void **set_param** **(** :ref:`float<class_float>` value **)**
  108. - :ref:`float<class_float>` **get_param** **(** **)**
  109. The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering).
  110. .. rst-class:: classref-item-separator
  111. ----
  112. .. _class_DirectionalLight3D_property_directional_shadow_mode:
  113. .. rst-class:: classref-property
  114. :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **directional_shadow_mode** = ``2``
  115. .. rst-class:: classref-property-setget
  116. - void **set_shadow_mode** **(** :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` value **)**
  117. - :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **get_shadow_mode** **(** **)**
  118. The light's shadow rendering algorithm. See :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>`.
  119. .. rst-class:: classref-item-separator
  120. ----
  121. .. _class_DirectionalLight3D_property_directional_shadow_pancake_size:
  122. .. rst-class:: classref-property
  123. :ref:`float<class_float>` **directional_shadow_pancake_size** = ``20.0``
  124. .. rst-class:: classref-property-setget
  125. - void **set_param** **(** :ref:`float<class_float>` value **)**
  126. - :ref:`float<class_float>` **get_param** **(** **)**
  127. Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to ``0`` turns off the pancaking effect.
  128. .. rst-class:: classref-item-separator
  129. ----
  130. .. _class_DirectionalLight3D_property_directional_shadow_split_1:
  131. .. rst-class:: classref-property
  132. :ref:`float<class_float>` **directional_shadow_split_1** = ``0.1``
  133. .. rst-class:: classref-property-setget
  134. - void **set_param** **(** :ref:`float<class_float>` value **)**
  135. - :ref:`float<class_float>` **get_param** **(** **)**
  136. The distance from camera to shadow split 1. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` is :ref:`SHADOW_PARALLEL_2_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_2_SPLITS>` or :ref:`SHADOW_PARALLEL_4_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS>`.
  137. .. rst-class:: classref-item-separator
  138. ----
  139. .. _class_DirectionalLight3D_property_directional_shadow_split_2:
  140. .. rst-class:: classref-property
  141. :ref:`float<class_float>` **directional_shadow_split_2** = ``0.2``
  142. .. rst-class:: classref-property-setget
  143. - void **set_param** **(** :ref:`float<class_float>` value **)**
  144. - :ref:`float<class_float>` **get_param** **(** **)**
  145. The distance from shadow split 1 to split 2. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` is :ref:`SHADOW_PARALLEL_4_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS>`.
  146. .. rst-class:: classref-item-separator
  147. ----
  148. .. _class_DirectionalLight3D_property_directional_shadow_split_3:
  149. .. rst-class:: classref-property
  150. :ref:`float<class_float>` **directional_shadow_split_3** = ``0.5``
  151. .. rst-class:: classref-property-setget
  152. - void **set_param** **(** :ref:`float<class_float>` value **)**
  153. - :ref:`float<class_float>` **get_param** **(** **)**
  154. The distance from shadow split 2 to split 3. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` is :ref:`SHADOW_PARALLEL_4_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS>`.
  155. .. rst-class:: classref-item-separator
  156. ----
  157. .. _class_DirectionalLight3D_property_sky_mode:
  158. .. rst-class:: classref-property
  159. :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **sky_mode** = ``0``
  160. .. rst-class:: classref-property-setget
  161. - void **set_sky_mode** **(** :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` value **)**
  162. - :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **get_sky_mode** **(** **)**
  163. Set whether this **DirectionalLight3D** is visible in the sky, in the scene, or both in the sky and in the scene. See :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` for options.
  164. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  165. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  166. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  167. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  168. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  169. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`