class_light3d.rst 23 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the Light3D.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_Light3D:
  6. Light3D
  7. =======
  8. **Inherits:** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  9. **Inherited By:** :ref:`DirectionalLight3D<class_DirectionalLight3D>`, :ref:`OmniLight3D<class_OmniLight3D>`, :ref:`SpotLight3D<class_SpotLight3D>`
  10. Provides a base class for different kinds of light nodes.
  11. Description
  12. -----------
  13. Light3D is the *abstract* base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
  14. Tutorials
  15. ---------
  16. - :doc:`3D lights and shadows <../tutorials/3d/lights_and_shadows>`
  17. - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
  18. Properties
  19. ----------
  20. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  21. | :ref:`bool<class_bool>` | :ref:`editor_only<class_Light3D_property_editor_only>` | ``false`` |
  22. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  23. | :ref:`float<class_float>` | :ref:`light_angular_distance<class_Light3D_property_light_angular_distance>` | ``0.0`` |
  24. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  25. | :ref:`BakeMode<enum_Light3D_BakeMode>` | :ref:`light_bake_mode<class_Light3D_property_light_bake_mode>` | ``1`` |
  26. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  27. | :ref:`Color<class_Color>` | :ref:`light_color<class_Light3D_property_light_color>` | ``Color(1, 1, 1, 1)`` |
  28. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  29. | :ref:`int<class_int>` | :ref:`light_cull_mask<class_Light3D_property_light_cull_mask>` | ``4294967295`` |
  30. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  31. | :ref:`float<class_float>` | :ref:`light_energy<class_Light3D_property_light_energy>` | ``1.0`` |
  32. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  33. | :ref:`float<class_float>` | :ref:`light_indirect_energy<class_Light3D_property_light_indirect_energy>` | ``1.0`` |
  34. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  35. | :ref:`bool<class_bool>` | :ref:`light_negative<class_Light3D_property_light_negative>` | ``false`` |
  36. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  37. | :ref:`Texture2D<class_Texture2D>` | :ref:`light_projector<class_Light3D_property_light_projector>` | |
  38. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  39. | :ref:`float<class_float>` | :ref:`light_size<class_Light3D_property_light_size>` | ``0.0`` |
  40. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  41. | :ref:`float<class_float>` | :ref:`light_specular<class_Light3D_property_light_specular>` | ``0.5`` |
  42. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  43. | :ref:`float<class_float>` | :ref:`shadow_bias<class_Light3D_property_shadow_bias>` | ``0.2`` |
  44. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  45. | :ref:`float<class_float>` | :ref:`shadow_blur<class_Light3D_property_shadow_blur>` | ``1.0`` |
  46. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  47. | :ref:`Color<class_Color>` | :ref:`shadow_color<class_Light3D_property_shadow_color>` | ``Color(0, 0, 0, 1)`` |
  48. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  49. | :ref:`bool<class_bool>` | :ref:`shadow_enabled<class_Light3D_property_shadow_enabled>` | ``false`` |
  50. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  51. | :ref:`float<class_float>` | :ref:`shadow_fog_fade<class_Light3D_property_shadow_fog_fade>` | ``0.1`` |
  52. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  53. | :ref:`float<class_float>` | :ref:`shadow_normal_bias<class_Light3D_property_shadow_normal_bias>` | ``1.0`` |
  54. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  55. | :ref:`bool<class_bool>` | :ref:`shadow_reverse_cull_face<class_Light3D_property_shadow_reverse_cull_face>` | ``false`` |
  56. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  57. | :ref:`float<class_float>` | :ref:`shadow_transmittance_bias<class_Light3D_property_shadow_transmittance_bias>` | ``0.05`` |
  58. +----------------------------------------+------------------------------------------------------------------------------------+-----------------------+
  59. Methods
  60. -------
  61. +---------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  62. | :ref:`float<class_float>` | :ref:`get_param<class_Light3D_method_get_param>` **(** :ref:`Param<enum_Light3D_Param>` param **)** |const| |
  63. +---------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  64. | void | :ref:`set_param<class_Light3D_method_set_param>` **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)** |
  65. +---------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  66. Enumerations
  67. ------------
  68. .. _enum_Light3D_Param:
  69. .. _class_Light3D_constant_PARAM_ENERGY:
  70. .. _class_Light3D_constant_PARAM_INDIRECT_ENERGY:
  71. .. _class_Light3D_constant_PARAM_SPECULAR:
  72. .. _class_Light3D_constant_PARAM_RANGE:
  73. .. _class_Light3D_constant_PARAM_SIZE:
  74. .. _class_Light3D_constant_PARAM_ATTENUATION:
  75. .. _class_Light3D_constant_PARAM_SPOT_ANGLE:
  76. .. _class_Light3D_constant_PARAM_SPOT_ATTENUATION:
  77. .. _class_Light3D_constant_PARAM_SHADOW_MAX_DISTANCE:
  78. .. _class_Light3D_constant_PARAM_SHADOW_SPLIT_1_OFFSET:
  79. .. _class_Light3D_constant_PARAM_SHADOW_SPLIT_2_OFFSET:
  80. .. _class_Light3D_constant_PARAM_SHADOW_SPLIT_3_OFFSET:
  81. .. _class_Light3D_constant_PARAM_SHADOW_FADE_START:
  82. .. _class_Light3D_constant_PARAM_SHADOW_NORMAL_BIAS:
  83. .. _class_Light3D_constant_PARAM_SHADOW_BIAS:
  84. .. _class_Light3D_constant_PARAM_SHADOW_PANCAKE_SIZE:
  85. .. _class_Light3D_constant_PARAM_SHADOW_BLUR:
  86. .. _class_Light3D_constant_PARAM_SHADOW_VOLUMETRIC_FOG_FADE:
  87. .. _class_Light3D_constant_PARAM_TRANSMITTANCE_BIAS:
  88. .. _class_Light3D_constant_PARAM_MAX:
  89. enum **Param**:
  90. - **PARAM_ENERGY** = **0** --- Constant for accessing :ref:`light_energy<class_Light3D_property_light_energy>`.
  91. - **PARAM_INDIRECT_ENERGY** = **1** --- Constant for accessing :ref:`light_indirect_energy<class_Light3D_property_light_indirect_energy>`.
  92. - **PARAM_SPECULAR** = **2** --- Constant for accessing :ref:`light_specular<class_Light3D_property_light_specular>`.
  93. - **PARAM_RANGE** = **3** --- Constant for accessing :ref:`OmniLight3D.omni_range<class_OmniLight3D_property_omni_range>` or :ref:`SpotLight3D.spot_range<class_SpotLight3D_property_spot_range>`.
  94. - **PARAM_SIZE** = **4** --- Constant for accessing :ref:`light_size<class_Light3D_property_light_size>`.
  95. - **PARAM_ATTENUATION** = **5** --- Constant for accessing :ref:`OmniLight3D.omni_attenuation<class_OmniLight3D_property_omni_attenuation>` or :ref:`SpotLight3D.spot_attenuation<class_SpotLight3D_property_spot_attenuation>`.
  96. - **PARAM_SPOT_ANGLE** = **6** --- Constant for accessing :ref:`SpotLight3D.spot_angle<class_SpotLight3D_property_spot_angle>`.
  97. - **PARAM_SPOT_ATTENUATION** = **7** --- Constant for accessing :ref:`SpotLight3D.spot_angle_attenuation<class_SpotLight3D_property_spot_angle_attenuation>`.
  98. - **PARAM_SHADOW_MAX_DISTANCE** = **8** --- Constant for accessing :ref:`DirectionalLight3D.directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`.
  99. - **PARAM_SHADOW_SPLIT_1_OFFSET** = **9** --- Constant for accessing :ref:`DirectionalLight3D.directional_shadow_split_1<class_DirectionalLight3D_property_directional_shadow_split_1>`.
  100. - **PARAM_SHADOW_SPLIT_2_OFFSET** = **10** --- Constant for accessing :ref:`DirectionalLight3D.directional_shadow_split_2<class_DirectionalLight3D_property_directional_shadow_split_2>`.
  101. - **PARAM_SHADOW_SPLIT_3_OFFSET** = **11** --- Constant for accessing :ref:`DirectionalLight3D.directional_shadow_split_3<class_DirectionalLight3D_property_directional_shadow_split_3>`.
  102. - **PARAM_SHADOW_FADE_START** = **12** --- Constant for accessing :ref:`DirectionalLight3D.directional_shadow_fade_start<class_DirectionalLight3D_property_directional_shadow_fade_start>`.
  103. - **PARAM_SHADOW_NORMAL_BIAS** = **13** --- Constant for accessing :ref:`shadow_normal_bias<class_Light3D_property_shadow_normal_bias>`.
  104. - **PARAM_SHADOW_BIAS** = **14** --- Constant for accessing :ref:`shadow_bias<class_Light3D_property_shadow_bias>`.
  105. - **PARAM_SHADOW_PANCAKE_SIZE** = **15** --- Constant for accessing :ref:`DirectionalLight3D.directional_shadow_pancake_size<class_DirectionalLight3D_property_directional_shadow_pancake_size>`.
  106. - **PARAM_SHADOW_BLUR** = **16** --- Constant for accessing :ref:`shadow_blur<class_Light3D_property_shadow_blur>`.
  107. - **PARAM_SHADOW_VOLUMETRIC_FOG_FADE** = **17**
  108. - **PARAM_TRANSMITTANCE_BIAS** = **18** --- Constant for accessing :ref:`shadow_transmittance_bias<class_Light3D_property_shadow_transmittance_bias>`.
  109. - **PARAM_MAX** = **19** --- Represents the size of the :ref:`Param<enum_Light3D_Param>` enum.
  110. ----
  111. .. _enum_Light3D_BakeMode:
  112. .. _class_Light3D_constant_BAKE_DISABLED:
  113. .. _class_Light3D_constant_BAKE_DYNAMIC:
  114. .. _class_Light3D_constant_BAKE_STATIC:
  115. enum **BakeMode**:
  116. - **BAKE_DISABLED** = **0** --- Light is ignored when baking.
  117. **Note:** Hiding a light does *not* affect baking.
  118. - **BAKE_DYNAMIC** = **1**
  119. - **BAKE_STATIC** = **2**
  120. Property Descriptions
  121. ---------------------
  122. .. _class_Light3D_property_editor_only:
  123. - :ref:`bool<class_bool>` **editor_only**
  124. +-----------+------------------------+
  125. | *Default* | ``false`` |
  126. +-----------+------------------------+
  127. | *Setter* | set_editor_only(value) |
  128. +-----------+------------------------+
  129. | *Getter* | is_editor_only() |
  130. +-----------+------------------------+
  131. If ``true``, the light only appears in the editor and will not be visible at runtime.
  132. ----
  133. .. _class_Light3D_property_light_angular_distance:
  134. - :ref:`float<class_float>` **light_angular_distance**
  135. +-----------+------------------+
  136. | *Default* | ``0.0`` |
  137. +-----------+------------------+
  138. | *Setter* | set_param(value) |
  139. +-----------+------------------+
  140. | *Getter* | get_param() |
  141. +-----------+------------------+
  142. The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for :ref:`DirectionalLight3D<class_DirectionalLight3D>`\ s. For reference, the Sun from the Earth is approximately ``0.5``.
  143. ----
  144. .. _class_Light3D_property_light_bake_mode:
  145. - :ref:`BakeMode<enum_Light3D_BakeMode>` **light_bake_mode**
  146. +-----------+----------------------+
  147. | *Default* | ``1`` |
  148. +-----------+----------------------+
  149. | *Setter* | set_bake_mode(value) |
  150. +-----------+----------------------+
  151. | *Getter* | get_bake_mode() |
  152. +-----------+----------------------+
  153. The light's bake mode. See :ref:`BakeMode<enum_Light3D_BakeMode>`.
  154. ----
  155. .. _class_Light3D_property_light_color:
  156. - :ref:`Color<class_Color>` **light_color**
  157. +-----------+-----------------------+
  158. | *Default* | ``Color(1, 1, 1, 1)`` |
  159. +-----------+-----------------------+
  160. | *Setter* | set_color(value) |
  161. +-----------+-----------------------+
  162. | *Getter* | get_color() |
  163. +-----------+-----------------------+
  164. The light's color. An *overbright* color can be used to achieve a result equivalent to increasing the light's :ref:`light_energy<class_Light3D_property_light_energy>`.
  165. ----
  166. .. _class_Light3D_property_light_cull_mask:
  167. - :ref:`int<class_int>` **light_cull_mask**
  168. +-----------+----------------------+
  169. | *Default* | ``4294967295`` |
  170. +-----------+----------------------+
  171. | *Setter* | set_cull_mask(value) |
  172. +-----------+----------------------+
  173. | *Getter* | get_cull_mask() |
  174. +-----------+----------------------+
  175. The light will affect objects in the selected layers.
  176. ----
  177. .. _class_Light3D_property_light_energy:
  178. - :ref:`float<class_float>` **light_energy**
  179. +-----------+------------------+
  180. | *Default* | ``1.0`` |
  181. +-----------+------------------+
  182. | *Setter* | set_param(value) |
  183. +-----------+------------------+
  184. | *Getter* | get_param() |
  185. +-----------+------------------+
  186. The light's strength multiplier (this is not a physical unit). For :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`, changing this value will only change the light color's intensity, not the light's radius.
  187. ----
  188. .. _class_Light3D_property_light_indirect_energy:
  189. - :ref:`float<class_float>` **light_indirect_energy**
  190. +-----------+------------------+
  191. | *Default* | ``1.0`` |
  192. +-----------+------------------+
  193. | *Setter* | set_param(value) |
  194. +-----------+------------------+
  195. | *Getter* | get_param() |
  196. +-----------+------------------+
  197. Secondary multiplier used with indirect light (light bounces). Used with :ref:`VoxelGI<class_VoxelGI>` and SDFGI (see :ref:`Environment.sdfgi_enabled<class_Environment_property_sdfgi_enabled>`).
  198. **Note:** This property is ignored if :ref:`light_energy<class_Light3D_property_light_energy>` is equal to ``0.0``, as the light won't be present at all in the GI shader.
  199. ----
  200. .. _class_Light3D_property_light_negative:
  201. - :ref:`bool<class_bool>` **light_negative**
  202. +-----------+---------------------+
  203. | *Default* | ``false`` |
  204. +-----------+---------------------+
  205. | *Setter* | set_negative(value) |
  206. +-----------+---------------------+
  207. | *Getter* | is_negative() |
  208. +-----------+---------------------+
  209. If ``true``, the light's effect is reversed, darkening areas and casting bright shadows.
  210. ----
  211. .. _class_Light3D_property_light_projector:
  212. - :ref:`Texture2D<class_Texture2D>` **light_projector**
  213. +----------+----------------------+
  214. | *Setter* | set_projector(value) |
  215. +----------+----------------------+
  216. | *Getter* | get_projector() |
  217. +----------+----------------------+
  218. :ref:`Texture2D<class_Texture2D>` projected by light. :ref:`shadow_enabled<class_Light3D_property_shadow_enabled>` must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
  219. ----
  220. .. _class_Light3D_property_light_size:
  221. - :ref:`float<class_float>` **light_size**
  222. +-----------+------------------+
  223. | *Default* | ``0.0`` |
  224. +-----------+------------------+
  225. | *Setter* | set_param(value) |
  226. +-----------+------------------+
  227. | *Getter* | get_param() |
  228. +-----------+------------------+
  229. The size of the light in Godot units. Only available for :ref:`OmniLight3D<class_OmniLight3D>`\ s and :ref:`SpotLight3D<class_SpotLight3D>`\ s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent.
  230. ----
  231. .. _class_Light3D_property_light_specular:
  232. - :ref:`float<class_float>` **light_specular**
  233. +-----------+------------------+
  234. | *Default* | ``0.5`` |
  235. +-----------+------------------+
  236. | *Setter* | set_param(value) |
  237. +-----------+------------------+
  238. | *Getter* | get_param() |
  239. +-----------+------------------+
  240. The intensity of the specular blob in objects affected by the light. At ``0``, the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
  241. ----
  242. .. _class_Light3D_property_shadow_bias:
  243. - :ref:`float<class_float>` **shadow_bias**
  244. +-----------+------------------+
  245. | *Default* | ``0.2`` |
  246. +-----------+------------------+
  247. | *Setter* | set_param(value) |
  248. +-----------+------------------+
  249. | *Getter* | get_param() |
  250. +-----------+------------------+
  251. Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.
  252. ----
  253. .. _class_Light3D_property_shadow_blur:
  254. - :ref:`float<class_float>` **shadow_blur**
  255. +-----------+------------------+
  256. | *Default* | ``1.0`` |
  257. +-----------+------------------+
  258. | *Setter* | set_param(value) |
  259. +-----------+------------------+
  260. | *Getter* | get_param() |
  261. +-----------+------------------+
  262. Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
  263. ----
  264. .. _class_Light3D_property_shadow_color:
  265. - :ref:`Color<class_Color>` **shadow_color**
  266. +-----------+-------------------------+
  267. | *Default* | ``Color(0, 0, 0, 1)`` |
  268. +-----------+-------------------------+
  269. | *Setter* | set_shadow_color(value) |
  270. +-----------+-------------------------+
  271. | *Getter* | get_shadow_color() |
  272. +-----------+-------------------------+
  273. The color of shadows cast by this light.
  274. ----
  275. .. _class_Light3D_property_shadow_enabled:
  276. - :ref:`bool<class_bool>` **shadow_enabled**
  277. +-----------+-------------------+
  278. | *Default* | ``false`` |
  279. +-----------+-------------------+
  280. | *Setter* | set_shadow(value) |
  281. +-----------+-------------------+
  282. | *Getter* | has_shadow() |
  283. +-----------+-------------------+
  284. If ``true``, the light will cast shadows.
  285. ----
  286. .. _class_Light3D_property_shadow_fog_fade:
  287. - :ref:`float<class_float>` **shadow_fog_fade**
  288. +-----------+------------------+
  289. | *Default* | ``0.1`` |
  290. +-----------+------------------+
  291. | *Setter* | set_param(value) |
  292. +-----------+------------------+
  293. | *Getter* | get_param() |
  294. +-----------+------------------+
  295. ----
  296. .. _class_Light3D_property_shadow_normal_bias:
  297. - :ref:`float<class_float>` **shadow_normal_bias**
  298. +-----------+------------------+
  299. | *Default* | ``1.0`` |
  300. +-----------+------------------+
  301. | *Setter* | set_param(value) |
  302. +-----------+------------------+
  303. | *Getter* | get_param() |
  304. +-----------+------------------+
  305. Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using :ref:`shadow_bias<class_Light3D_property_shadow_bias>`. In practice, this value should be tweaked along with :ref:`shadow_bias<class_Light3D_property_shadow_bias>` to reduce artifacts as much as possible.
  306. ----
  307. .. _class_Light3D_property_shadow_reverse_cull_face:
  308. - :ref:`bool<class_bool>` **shadow_reverse_cull_face**
  309. +-----------+-------------------------------------+
  310. | *Default* | ``false`` |
  311. +-----------+-------------------------------------+
  312. | *Setter* | set_shadow_reverse_cull_face(value) |
  313. +-----------+-------------------------------------+
  314. | *Getter* | get_shadow_reverse_cull_face() |
  315. +-----------+-------------------------------------+
  316. If ``true``, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with :ref:`GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED<class_GeometryInstance3D_constant_SHADOW_CASTING_SETTING_DOUBLE_SIDED>`.
  317. ----
  318. .. _class_Light3D_property_shadow_transmittance_bias:
  319. - :ref:`float<class_float>` **shadow_transmittance_bias**
  320. +-----------+------------------+
  321. | *Default* | ``0.05`` |
  322. +-----------+------------------+
  323. | *Setter* | set_param(value) |
  324. +-----------+------------------+
  325. | *Getter* | get_param() |
  326. +-----------+------------------+
  327. Method Descriptions
  328. -------------------
  329. .. _class_Light3D_method_get_param:
  330. - :ref:`float<class_float>` **get_param** **(** :ref:`Param<enum_Light3D_Param>` param **)** |const|
  331. Returns the value of the specified :ref:`Param<enum_Light3D_Param>` parameter.
  332. ----
  333. .. _class_Light3D_method_set_param:
  334. - void **set_param** **(** :ref:`Param<enum_Light3D_Param>` param, :ref:`float<class_float>` value **)**
  335. Sets the value of the specified :ref:`Param<enum_Light3D_Param>` parameter.
  336. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  337. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  338. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  339. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  340. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  341. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`