class_light3d.rst 45 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/master/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Light3D.xml.
  6. .. _class_Light3D:
  7. Light3D
  8. =======
  9. **Inherits:** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  10. **Inherited By:** :ref:`DirectionalLight3D<class_DirectionalLight3D>`, :ref:`OmniLight3D<class_OmniLight3D>`, :ref:`SpotLight3D<class_SpotLight3D>`
  11. Provides a base class for different kinds of light nodes.
  12. .. rst-class:: classref-introduction-group
  13. Description
  14. -----------
  15. 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.
  16. .. rst-class:: classref-introduction-group
  17. Tutorials
  18. ---------
  19. - :doc:`3D lights and shadows <../tutorials/3d/lights_and_shadows>`
  20. - :doc:`Faking global illumination <../tutorials/3d/global_illumination/faking_global_illumination>`
  21. - `Third Person Shooter (TPS) Demo <https://godotengine.org/asset-library/asset/2710>`__
  22. .. rst-class:: classref-reftable-group
  23. Properties
  24. ----------
  25. .. table::
  26. :widths: auto
  27. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  28. | :ref:`float<class_float>` | :ref:`distance_fade_begin<class_Light3D_property_distance_fade_begin>` | ``40.0`` |
  29. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  30. | :ref:`bool<class_bool>` | :ref:`distance_fade_enabled<class_Light3D_property_distance_fade_enabled>` | ``false`` |
  31. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  32. | :ref:`float<class_float>` | :ref:`distance_fade_length<class_Light3D_property_distance_fade_length>` | ``10.0`` |
  33. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  34. | :ref:`float<class_float>` | :ref:`distance_fade_shadow<class_Light3D_property_distance_fade_shadow>` | ``50.0`` |
  35. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  36. | :ref:`bool<class_bool>` | :ref:`editor_only<class_Light3D_property_editor_only>` | ``false`` |
  37. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  38. | :ref:`float<class_float>` | :ref:`light_angular_distance<class_Light3D_property_light_angular_distance>` | ``0.0`` |
  39. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  40. | :ref:`BakeMode<enum_Light3D_BakeMode>` | :ref:`light_bake_mode<class_Light3D_property_light_bake_mode>` | ``2`` |
  41. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  42. | :ref:`Color<class_Color>` | :ref:`light_color<class_Light3D_property_light_color>` | ``Color(1, 1, 1, 1)`` |
  43. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  44. | :ref:`int<class_int>` | :ref:`light_cull_mask<class_Light3D_property_light_cull_mask>` | ``4294967295`` |
  45. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  46. | :ref:`float<class_float>` | :ref:`light_energy<class_Light3D_property_light_energy>` | ``1.0`` |
  47. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  48. | :ref:`float<class_float>` | :ref:`light_indirect_energy<class_Light3D_property_light_indirect_energy>` | ``1.0`` |
  49. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  50. | :ref:`float<class_float>` | :ref:`light_intensity_lumens<class_Light3D_property_light_intensity_lumens>` | |
  51. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  52. | :ref:`float<class_float>` | :ref:`light_intensity_lux<class_Light3D_property_light_intensity_lux>` | |
  53. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  54. | :ref:`bool<class_bool>` | :ref:`light_negative<class_Light3D_property_light_negative>` | ``false`` |
  55. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  56. | :ref:`Texture2D<class_Texture2D>` | :ref:`light_projector<class_Light3D_property_light_projector>` | |
  57. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  58. | :ref:`float<class_float>` | :ref:`light_size<class_Light3D_property_light_size>` | ``0.0`` |
  59. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  60. | :ref:`float<class_float>` | :ref:`light_specular<class_Light3D_property_light_specular>` | ``1.0`` |
  61. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  62. | :ref:`float<class_float>` | :ref:`light_temperature<class_Light3D_property_light_temperature>` | |
  63. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  64. | :ref:`float<class_float>` | :ref:`light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` | ``1.0`` |
  65. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  66. | :ref:`float<class_float>` | :ref:`shadow_bias<class_Light3D_property_shadow_bias>` | ``0.1`` |
  67. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  68. | :ref:`float<class_float>` | :ref:`shadow_blur<class_Light3D_property_shadow_blur>` | ``1.0`` |
  69. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  70. | :ref:`int<class_int>` | :ref:`shadow_caster_mask<class_Light3D_property_shadow_caster_mask>` | ``4294967295`` |
  71. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  72. | :ref:`bool<class_bool>` | :ref:`shadow_enabled<class_Light3D_property_shadow_enabled>` | ``false`` |
  73. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  74. | :ref:`float<class_float>` | :ref:`shadow_normal_bias<class_Light3D_property_shadow_normal_bias>` | ``2.0`` |
  75. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  76. | :ref:`float<class_float>` | :ref:`shadow_opacity<class_Light3D_property_shadow_opacity>` | ``1.0`` |
  77. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  78. | :ref:`bool<class_bool>` | :ref:`shadow_reverse_cull_face<class_Light3D_property_shadow_reverse_cull_face>` | ``false`` |
  79. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  80. | :ref:`float<class_float>` | :ref:`shadow_transmittance_bias<class_Light3D_property_shadow_transmittance_bias>` | ``0.05`` |
  81. +----------------------------------------+----------------------------------------------------------------------------------------+-----------------------+
  82. .. rst-class:: classref-reftable-group
  83. Methods
  84. -------
  85. .. table::
  86. :widths: auto
  87. +---------------------------+-------------------------------------------------------------------------------------------------------------------------------------+
  88. | :ref:`Color<class_Color>` | :ref:`get_correlated_color<class_Light3D_method_get_correlated_color>`\ (\ ) |const| |
  89. +---------------------------+-------------------------------------------------------------------------------------------------------------------------------------+
  90. | :ref:`float<class_float>` | :ref:`get_param<class_Light3D_method_get_param>`\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const| |
  91. +---------------------------+-------------------------------------------------------------------------------------------------------------------------------------+
  92. | |void| | :ref:`set_param<class_Light3D_method_set_param>`\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ ) |
  93. +---------------------------+-------------------------------------------------------------------------------------------------------------------------------------+
  94. .. rst-class:: classref-section-separator
  95. ----
  96. .. rst-class:: classref-descriptions-group
  97. Enumerations
  98. ------------
  99. .. _enum_Light3D_Param:
  100. .. rst-class:: classref-enumeration
  101. enum **Param**: :ref:`🔗<enum_Light3D_Param>`
  102. .. _class_Light3D_constant_PARAM_ENERGY:
  103. .. rst-class:: classref-enumeration-constant
  104. :ref:`Param<enum_Light3D_Param>` **PARAM_ENERGY** = ``0``
  105. Constant for accessing :ref:`light_energy<class_Light3D_property_light_energy>`.
  106. .. _class_Light3D_constant_PARAM_INDIRECT_ENERGY:
  107. .. rst-class:: classref-enumeration-constant
  108. :ref:`Param<enum_Light3D_Param>` **PARAM_INDIRECT_ENERGY** = ``1``
  109. Constant for accessing :ref:`light_indirect_energy<class_Light3D_property_light_indirect_energy>`.
  110. .. _class_Light3D_constant_PARAM_VOLUMETRIC_FOG_ENERGY:
  111. .. rst-class:: classref-enumeration-constant
  112. :ref:`Param<enum_Light3D_Param>` **PARAM_VOLUMETRIC_FOG_ENERGY** = ``2``
  113. Constant for accessing :ref:`light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>`.
  114. .. _class_Light3D_constant_PARAM_SPECULAR:
  115. .. rst-class:: classref-enumeration-constant
  116. :ref:`Param<enum_Light3D_Param>` **PARAM_SPECULAR** = ``3``
  117. Constant for accessing :ref:`light_specular<class_Light3D_property_light_specular>`.
  118. .. _class_Light3D_constant_PARAM_RANGE:
  119. .. rst-class:: classref-enumeration-constant
  120. :ref:`Param<enum_Light3D_Param>` **PARAM_RANGE** = ``4``
  121. Constant for accessing :ref:`OmniLight3D.omni_range<class_OmniLight3D_property_omni_range>` or :ref:`SpotLight3D.spot_range<class_SpotLight3D_property_spot_range>`.
  122. .. _class_Light3D_constant_PARAM_SIZE:
  123. .. rst-class:: classref-enumeration-constant
  124. :ref:`Param<enum_Light3D_Param>` **PARAM_SIZE** = ``5``
  125. Constant for accessing :ref:`light_size<class_Light3D_property_light_size>`.
  126. .. _class_Light3D_constant_PARAM_ATTENUATION:
  127. .. rst-class:: classref-enumeration-constant
  128. :ref:`Param<enum_Light3D_Param>` **PARAM_ATTENUATION** = ``6``
  129. Constant for accessing :ref:`OmniLight3D.omni_attenuation<class_OmniLight3D_property_omni_attenuation>` or :ref:`SpotLight3D.spot_attenuation<class_SpotLight3D_property_spot_attenuation>`.
  130. .. _class_Light3D_constant_PARAM_SPOT_ANGLE:
  131. .. rst-class:: classref-enumeration-constant
  132. :ref:`Param<enum_Light3D_Param>` **PARAM_SPOT_ANGLE** = ``7``
  133. Constant for accessing :ref:`SpotLight3D.spot_angle<class_SpotLight3D_property_spot_angle>`.
  134. .. _class_Light3D_constant_PARAM_SPOT_ATTENUATION:
  135. .. rst-class:: classref-enumeration-constant
  136. :ref:`Param<enum_Light3D_Param>` **PARAM_SPOT_ATTENUATION** = ``8``
  137. Constant for accessing :ref:`SpotLight3D.spot_angle_attenuation<class_SpotLight3D_property_spot_angle_attenuation>`.
  138. .. _class_Light3D_constant_PARAM_SHADOW_MAX_DISTANCE:
  139. .. rst-class:: classref-enumeration-constant
  140. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_MAX_DISTANCE** = ``9``
  141. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`.
  142. .. _class_Light3D_constant_PARAM_SHADOW_SPLIT_1_OFFSET:
  143. .. rst-class:: classref-enumeration-constant
  144. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_SPLIT_1_OFFSET** = ``10``
  145. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_split_1<class_DirectionalLight3D_property_directional_shadow_split_1>`.
  146. .. _class_Light3D_constant_PARAM_SHADOW_SPLIT_2_OFFSET:
  147. .. rst-class:: classref-enumeration-constant
  148. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_SPLIT_2_OFFSET** = ``11``
  149. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_split_2<class_DirectionalLight3D_property_directional_shadow_split_2>`.
  150. .. _class_Light3D_constant_PARAM_SHADOW_SPLIT_3_OFFSET:
  151. .. rst-class:: classref-enumeration-constant
  152. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_SPLIT_3_OFFSET** = ``12``
  153. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_split_3<class_DirectionalLight3D_property_directional_shadow_split_3>`.
  154. .. _class_Light3D_constant_PARAM_SHADOW_FADE_START:
  155. .. rst-class:: classref-enumeration-constant
  156. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_FADE_START** = ``13``
  157. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_fade_start<class_DirectionalLight3D_property_directional_shadow_fade_start>`.
  158. .. _class_Light3D_constant_PARAM_SHADOW_NORMAL_BIAS:
  159. .. rst-class:: classref-enumeration-constant
  160. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_NORMAL_BIAS** = ``14``
  161. Constant for accessing :ref:`shadow_normal_bias<class_Light3D_property_shadow_normal_bias>`.
  162. .. _class_Light3D_constant_PARAM_SHADOW_BIAS:
  163. .. rst-class:: classref-enumeration-constant
  164. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_BIAS** = ``15``
  165. Constant for accessing :ref:`shadow_bias<class_Light3D_property_shadow_bias>`.
  166. .. _class_Light3D_constant_PARAM_SHADOW_PANCAKE_SIZE:
  167. .. rst-class:: classref-enumeration-constant
  168. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_PANCAKE_SIZE** = ``16``
  169. Constant for accessing :ref:`DirectionalLight3D.directional_shadow_pancake_size<class_DirectionalLight3D_property_directional_shadow_pancake_size>`.
  170. .. _class_Light3D_constant_PARAM_SHADOW_OPACITY:
  171. .. rst-class:: classref-enumeration-constant
  172. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_OPACITY** = ``17``
  173. Constant for accessing :ref:`shadow_opacity<class_Light3D_property_shadow_opacity>`.
  174. .. _class_Light3D_constant_PARAM_SHADOW_BLUR:
  175. .. rst-class:: classref-enumeration-constant
  176. :ref:`Param<enum_Light3D_Param>` **PARAM_SHADOW_BLUR** = ``18``
  177. Constant for accessing :ref:`shadow_blur<class_Light3D_property_shadow_blur>`.
  178. .. _class_Light3D_constant_PARAM_TRANSMITTANCE_BIAS:
  179. .. rst-class:: classref-enumeration-constant
  180. :ref:`Param<enum_Light3D_Param>` **PARAM_TRANSMITTANCE_BIAS** = ``19``
  181. Constant for accessing :ref:`shadow_transmittance_bias<class_Light3D_property_shadow_transmittance_bias>`.
  182. .. _class_Light3D_constant_PARAM_INTENSITY:
  183. .. rst-class:: classref-enumeration-constant
  184. :ref:`Param<enum_Light3D_Param>` **PARAM_INTENSITY** = ``20``
  185. Constant for accessing :ref:`light_intensity_lumens<class_Light3D_property_light_intensity_lumens>` and :ref:`light_intensity_lux<class_Light3D_property_light_intensity_lux>`. Only used when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` is ``true``.
  186. .. _class_Light3D_constant_PARAM_MAX:
  187. .. rst-class:: classref-enumeration-constant
  188. :ref:`Param<enum_Light3D_Param>` **PARAM_MAX** = ``21``
  189. Represents the size of the :ref:`Param<enum_Light3D_Param>` enum.
  190. .. rst-class:: classref-item-separator
  191. ----
  192. .. _enum_Light3D_BakeMode:
  193. .. rst-class:: classref-enumeration
  194. enum **BakeMode**: :ref:`🔗<enum_Light3D_BakeMode>`
  195. .. _class_Light3D_constant_BAKE_DISABLED:
  196. .. rst-class:: classref-enumeration-constant
  197. :ref:`BakeMode<enum_Light3D_BakeMode>` **BAKE_DISABLED** = ``0``
  198. Light is ignored when baking. This is the fastest mode, but the light will not be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
  199. \ **Note:** Hiding a light does *not* affect baking :ref:`LightmapGI<class_LightmapGI>`. Hiding a light will still affect baking :ref:`VoxelGI<class_VoxelGI>` and SDFGI (see :ref:`Environment.sdfgi_enabled<class_Environment_property_sdfgi_enabled>`).
  200. .. _class_Light3D_constant_BAKE_STATIC:
  201. .. rst-class:: classref-enumeration-constant
  202. :ref:`BakeMode<enum_Light3D_BakeMode>` **BAKE_STATIC** = ``1``
  203. Light is taken into account in static baking (:ref:`VoxelGI<class_VoxelGI>`, :ref:`LightmapGI<class_LightmapGI>`, SDFGI (:ref:`Environment.sdfgi_enabled<class_Environment_property_sdfgi_enabled>`)). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
  204. \ **Note:** The light is not baked in :ref:`LightmapGI<class_LightmapGI>` if :ref:`editor_only<class_Light3D_property_editor_only>` is ``true``.
  205. .. _class_Light3D_constant_BAKE_DYNAMIC:
  206. .. rst-class:: classref-enumeration-constant
  207. :ref:`BakeMode<enum_Light3D_BakeMode>` **BAKE_DYNAMIC** = ``2``
  208. Light is taken into account in dynamic baking (:ref:`VoxelGI<class_VoxelGI>` and SDFGI (:ref:`Environment.sdfgi_enabled<class_Environment_property_sdfgi_enabled>`) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to :ref:`BAKE_STATIC<class_Light3D_constant_BAKE_STATIC>`. This has a greater performance cost compared to :ref:`BAKE_STATIC<class_Light3D_constant_BAKE_STATIC>`. When using SDFGI, the update speed of dynamic lights is affected by :ref:`ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights<class_ProjectSettings_property_rendering/global_illumination/sdfgi/frames_to_update_lights>`.
  209. .. rst-class:: classref-section-separator
  210. ----
  211. .. rst-class:: classref-descriptions-group
  212. Property Descriptions
  213. ---------------------
  214. .. _class_Light3D_property_distance_fade_begin:
  215. .. rst-class:: classref-property
  216. :ref:`float<class_float>` **distance_fade_begin** = ``40.0`` :ref:`🔗<class_Light3D_property_distance_fade_begin>`
  217. .. rst-class:: classref-property-setget
  218. - |void| **set_distance_fade_begin**\ (\ value\: :ref:`float<class_float>`\ )
  219. - :ref:`float<class_float>` **get_distance_fade_begin**\ (\ )
  220. The distance from the camera at which the light begins to fade away (in 3D units).
  221. \ **Note:** Only effective for :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`.
  222. .. rst-class:: classref-item-separator
  223. ----
  224. .. _class_Light3D_property_distance_fade_enabled:
  225. .. rst-class:: classref-property
  226. :ref:`bool<class_bool>` **distance_fade_enabled** = ``false`` :ref:`🔗<class_Light3D_property_distance_fade_enabled>`
  227. .. rst-class:: classref-property-setget
  228. - |void| **set_enable_distance_fade**\ (\ value\: :ref:`bool<class_bool>`\ )
  229. - :ref:`bool<class_bool>` **is_distance_fade_enabled**\ (\ )
  230. If ``true``, the light will smoothly fade away when far from the active :ref:`Camera3D<class_Camera3D>` starting at :ref:`distance_fade_begin<class_Light3D_property_distance_fade_begin>`. This acts as a form of level of detail (LOD). The light will fade out over :ref:`distance_fade_begin<class_Light3D_property_distance_fade_begin>` + :ref:`distance_fade_length<class_Light3D_property_distance_fade_length>`, after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance.
  231. \ **Note:** Only effective for :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`.
  232. .. rst-class:: classref-item-separator
  233. ----
  234. .. _class_Light3D_property_distance_fade_length:
  235. .. rst-class:: classref-property
  236. :ref:`float<class_float>` **distance_fade_length** = ``10.0`` :ref:`🔗<class_Light3D_property_distance_fade_length>`
  237. .. rst-class:: classref-property-setget
  238. - |void| **set_distance_fade_length**\ (\ value\: :ref:`float<class_float>`\ )
  239. - :ref:`float<class_float>` **get_distance_fade_length**\ (\ )
  240. Distance over which the light and its shadow fades. The light's energy and shadow's opacity is progressively reduced over this distance and is completely invisible at the end.
  241. \ **Note:** Only effective for :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`.
  242. .. rst-class:: classref-item-separator
  243. ----
  244. .. _class_Light3D_property_distance_fade_shadow:
  245. .. rst-class:: classref-property
  246. :ref:`float<class_float>` **distance_fade_shadow** = ``50.0`` :ref:`🔗<class_Light3D_property_distance_fade_shadow>`
  247. .. rst-class:: classref-property-setget
  248. - |void| **set_distance_fade_shadow**\ (\ value\: :ref:`float<class_float>`\ )
  249. - :ref:`float<class_float>` **get_distance_fade_shadow**\ (\ )
  250. The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than :ref:`distance_fade_begin<class_Light3D_property_distance_fade_begin>` + :ref:`distance_fade_length<class_Light3D_property_distance_fade_length>` to further improve performance, as shadow rendering is often more expensive than light rendering itself.
  251. \ **Note:** Only effective for :ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`, and only when :ref:`shadow_enabled<class_Light3D_property_shadow_enabled>` is ``true``.
  252. .. rst-class:: classref-item-separator
  253. ----
  254. .. _class_Light3D_property_editor_only:
  255. .. rst-class:: classref-property
  256. :ref:`bool<class_bool>` **editor_only** = ``false`` :ref:`🔗<class_Light3D_property_editor_only>`
  257. .. rst-class:: classref-property-setget
  258. - |void| **set_editor_only**\ (\ value\: :ref:`bool<class_bool>`\ )
  259. - :ref:`bool<class_bool>` **is_editor_only**\ (\ )
  260. If ``true``, the light only appears in the editor and will not be visible at runtime. If ``true``, the light will never be baked in :ref:`LightmapGI<class_LightmapGI>` regardless of its :ref:`light_bake_mode<class_Light3D_property_light_bake_mode>`.
  261. .. rst-class:: classref-item-separator
  262. ----
  263. .. _class_Light3D_property_light_angular_distance:
  264. .. rst-class:: classref-property
  265. :ref:`float<class_float>` **light_angular_distance** = ``0.0`` :ref:`🔗<class_Light3D_property_light_angular_distance>`
  266. .. rst-class:: classref-property-setget
  267. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  268. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  269. The light's angular size in degrees. Increasing this will make shadows softer at greater distances (also called percentage-closer soft shadows, or PCSS). Only available for :ref:`DirectionalLight3D<class_DirectionalLight3D>`\ s. For reference, the Sun from the Earth is approximately ``0.5``. Increasing this value above ``0.0`` for lights with shadows enabled will have a noticeable performance cost due to PCSS.
  270. \ **Note:** :ref:`light_angular_distance<class_Light3D_property_light_angular_distance>` is not affected by :ref:`Node3D.scale<class_Node3D_property_scale>` (the light's scale or its parent's scale).
  271. \ **Note:** PCSS for directional lights is only supported in the Forward+ rendering method, not Mobile or Compatibility.
  272. .. rst-class:: classref-item-separator
  273. ----
  274. .. _class_Light3D_property_light_bake_mode:
  275. .. rst-class:: classref-property
  276. :ref:`BakeMode<enum_Light3D_BakeMode>` **light_bake_mode** = ``2`` :ref:`🔗<class_Light3D_property_light_bake_mode>`
  277. .. rst-class:: classref-property-setget
  278. - |void| **set_bake_mode**\ (\ value\: :ref:`BakeMode<enum_Light3D_BakeMode>`\ )
  279. - :ref:`BakeMode<enum_Light3D_BakeMode>` **get_bake_mode**\ (\ )
  280. The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering.
  281. \ **Note:** Meshes' global illumination mode will also affect the global illumination rendering. See :ref:`GeometryInstance3D.gi_mode<class_GeometryInstance3D_property_gi_mode>`.
  282. .. rst-class:: classref-item-separator
  283. ----
  284. .. _class_Light3D_property_light_color:
  285. .. rst-class:: classref-property
  286. :ref:`Color<class_Color>` **light_color** = ``Color(1, 1, 1, 1)`` :ref:`🔗<class_Light3D_property_light_color>`
  287. .. rst-class:: classref-property-setget
  288. - |void| **set_color**\ (\ value\: :ref:`Color<class_Color>`\ )
  289. - :ref:`Color<class_Color>` **get_color**\ (\ )
  290. The light's color in nonlinear sRGB encoding. An *overbright* color can be used to achieve a result equivalent to increasing the light's :ref:`light_energy<class_Light3D_property_light_energy>`.
  291. .. rst-class:: classref-item-separator
  292. ----
  293. .. _class_Light3D_property_light_cull_mask:
  294. .. rst-class:: classref-property
  295. :ref:`int<class_int>` **light_cull_mask** = ``4294967295`` :ref:`🔗<class_Light3D_property_light_cull_mask>`
  296. .. rst-class:: classref-property-setget
  297. - |void| **set_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
  298. - :ref:`int<class_int>` **get_cull_mask**\ (\ )
  299. The light will affect objects in the selected layers.
  300. \ **Note:** The light cull mask is ignored by :ref:`VoxelGI<class_VoxelGI>`, SDFGI, :ref:`LightmapGI<class_LightmapGI>`, and volumetric fog. These will always render lights in a way that ignores the cull mask. See also :ref:`VisualInstance3D.layers<class_VisualInstance3D_property_layers>`.
  301. .. rst-class:: classref-item-separator
  302. ----
  303. .. _class_Light3D_property_light_energy:
  304. .. rst-class:: classref-property
  305. :ref:`float<class_float>` **light_energy** = ``1.0`` :ref:`🔗<class_Light3D_property_light_energy>`
  306. .. rst-class:: classref-property-setget
  307. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  308. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  309. 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.
  310. .. rst-class:: classref-item-separator
  311. ----
  312. .. _class_Light3D_property_light_indirect_energy:
  313. .. rst-class:: classref-property
  314. :ref:`float<class_float>` **light_indirect_energy** = ``1.0`` :ref:`🔗<class_Light3D_property_light_indirect_energy>`
  315. .. rst-class:: classref-property-setget
  316. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  317. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  318. 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>`).
  319. \ **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.
  320. .. rst-class:: classref-item-separator
  321. ----
  322. .. _class_Light3D_property_light_intensity_lumens:
  323. .. rst-class:: classref-property
  324. :ref:`float<class_float>` **light_intensity_lumens** :ref:`🔗<class_Light3D_property_light_intensity_lumens>`
  325. .. rst-class:: classref-property-setget
  326. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  327. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  328. Used by positional lights (:ref:`OmniLight3D<class_OmniLight3D>` and :ref:`SpotLight3D<class_SpotLight3D>`) when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` is ``true``. Sets the intensity of the light source measured in Lumens. Lumens are a measure of luminous flux, which is the total amount of visible light emitted by a light source per unit of time.
  329. For :ref:`SpotLight3D<class_SpotLight3D>`\ s, we assume that the area outside the visible cone is surrounded by a perfect light absorbing material. Accordingly, the apparent brightness of the cone area does not change as the cone increases and decreases in size.
  330. A typical household lightbulb can range from around 600 lumens to 1,200 lumens, a candle is about 13 lumens, while a streetlight can be approximately 60,000 lumens.
  331. .. rst-class:: classref-item-separator
  332. ----
  333. .. _class_Light3D_property_light_intensity_lux:
  334. .. rst-class:: classref-property
  335. :ref:`float<class_float>` **light_intensity_lux** :ref:`🔗<class_Light3D_property_light_intensity_lux>`
  336. .. rst-class:: classref-property-setget
  337. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  338. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  339. Used by :ref:`DirectionalLight3D<class_DirectionalLight3D>`\ s when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` is ``true``. Sets the intensity of the light source measured in Lux. Lux is a measure of luminous flux per unit area, it is equal to one lumen per square meter. Lux is the measure of how much light hits a surface at a given time.
  340. On a clear sunny day a surface in direct sunlight may be approximately 100,000 lux, a typical room in a home may be approximately 50 lux, while the moonlit ground may be approximately 0.1 lux.
  341. .. rst-class:: classref-item-separator
  342. ----
  343. .. _class_Light3D_property_light_negative:
  344. .. rst-class:: classref-property
  345. :ref:`bool<class_bool>` **light_negative** = ``false`` :ref:`🔗<class_Light3D_property_light_negative>`
  346. .. rst-class:: classref-property-setget
  347. - |void| **set_negative**\ (\ value\: :ref:`bool<class_bool>`\ )
  348. - :ref:`bool<class_bool>` **is_negative**\ (\ )
  349. If ``true``, the light's effect is reversed, darkening areas and casting bright shadows.
  350. .. rst-class:: classref-item-separator
  351. ----
  352. .. _class_Light3D_property_light_projector:
  353. .. rst-class:: classref-property
  354. :ref:`Texture2D<class_Texture2D>` **light_projector** :ref:`🔗<class_Light3D_property_light_projector>`
  355. .. rst-class:: classref-property-setget
  356. - |void| **set_projector**\ (\ value\: :ref:`Texture2D<class_Texture2D>`\ )
  357. - :ref:`Texture2D<class_Texture2D>` **get_projector**\ (\ )
  358. :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.
  359. \ **Note:** Unlike :ref:`BaseMaterial3D<class_BaseMaterial3D>` whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with :ref:`ProjectSettings.rendering/textures/light_projectors/filter<class_ProjectSettings_property_rendering/textures/light_projectors/filter>`.
  360. \ **Note:** Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
  361. .. rst-class:: classref-item-separator
  362. ----
  363. .. _class_Light3D_property_light_size:
  364. .. rst-class:: classref-property
  365. :ref:`float<class_float>` **light_size** = ``0.0`` :ref:`🔗<class_Light3D_property_light_size>`
  366. .. rst-class:: classref-property-setget
  367. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  368. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  369. 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 (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above ``0.0`` for lights with shadows enabled will have a noticeable performance cost due to PCSS.
  370. \ **Note:** :ref:`light_size<class_Light3D_property_light_size>` is not affected by :ref:`Node3D.scale<class_Node3D_property_scale>` (the light's scale or its parent's scale).
  371. \ **Note:** PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
  372. .. rst-class:: classref-item-separator
  373. ----
  374. .. _class_Light3D_property_light_specular:
  375. .. rst-class:: classref-property
  376. :ref:`float<class_float>` **light_specular** = ``1.0`` :ref:`🔗<class_Light3D_property_light_specular>`
  377. .. rst-class:: classref-property-setget
  378. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  379. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  380. 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.
  381. .. rst-class:: classref-item-separator
  382. ----
  383. .. _class_Light3D_property_light_temperature:
  384. .. rst-class:: classref-property
  385. :ref:`float<class_float>` **light_temperature** :ref:`🔗<class_Light3D_property_light_temperature>`
  386. .. rst-class:: classref-property-setget
  387. - |void| **set_temperature**\ (\ value\: :ref:`float<class_float>`\ )
  388. - :ref:`float<class_float>` **get_temperature**\ (\ )
  389. Sets the color temperature of the light source, measured in Kelvin. This is used to calculate a correlated color temperature which tints the :ref:`light_color<class_Light3D_property_light_color>`.
  390. The sun on a cloudy day is approximately 6500 Kelvin, on a clear day it is between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it ranges to around 1850 Kelvin.
  391. .. rst-class:: classref-item-separator
  392. ----
  393. .. _class_Light3D_property_light_volumetric_fog_energy:
  394. .. rst-class:: classref-property
  395. :ref:`float<class_float>` **light_volumetric_fog_energy** = ``1.0`` :ref:`🔗<class_Light3D_property_light_volumetric_fog_energy>`
  396. .. rst-class:: classref-property-setget
  397. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  398. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  399. Secondary multiplier multiplied with :ref:`light_energy<class_Light3D_property_light_energy>` then used with the :ref:`Environment<class_Environment>`'s volumetric fog (if enabled). If set to ``0.0``, computing volumetric fog will be skipped for this light, which can improve performance for large amounts of lights when volumetric fog is enabled.
  400. \ **Note:** To prevent short-lived dynamic light effects from poorly interacting with volumetric fog, lights used in those effects should have :ref:`light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` set to ``0.0`` unless :ref:`Environment.volumetric_fog_temporal_reprojection_enabled<class_Environment_property_volumetric_fog_temporal_reprojection_enabled>` is disabled (or unless the reprojection amount is significantly lowered).
  401. .. rst-class:: classref-item-separator
  402. ----
  403. .. _class_Light3D_property_shadow_bias:
  404. .. rst-class:: classref-property
  405. :ref:`float<class_float>` **shadow_bias** = ``0.1`` :ref:`🔗<class_Light3D_property_shadow_bias>`
  406. .. rst-class:: classref-property-setget
  407. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  408. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  409. 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.
  410. .. rst-class:: classref-item-separator
  411. ----
  412. .. _class_Light3D_property_shadow_blur:
  413. .. rst-class:: classref-property
  414. :ref:`float<class_float>` **shadow_blur** = ``1.0`` :ref:`🔗<class_Light3D_property_shadow_blur>`
  415. .. rst-class:: classref-property-setget
  416. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  417. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  418. 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.
  419. .. rst-class:: classref-item-separator
  420. ----
  421. .. _class_Light3D_property_shadow_caster_mask:
  422. .. rst-class:: classref-property
  423. :ref:`int<class_int>` **shadow_caster_mask** = ``4294967295`` :ref:`🔗<class_Light3D_property_shadow_caster_mask>`
  424. .. rst-class:: classref-property-setget
  425. - |void| **set_shadow_caster_mask**\ (\ value\: :ref:`int<class_int>`\ )
  426. - :ref:`int<class_int>` **get_shadow_caster_mask**\ (\ )
  427. The light will only cast shadows using objects in the selected layers.
  428. .. rst-class:: classref-item-separator
  429. ----
  430. .. _class_Light3D_property_shadow_enabled:
  431. .. rst-class:: classref-property
  432. :ref:`bool<class_bool>` **shadow_enabled** = ``false`` :ref:`🔗<class_Light3D_property_shadow_enabled>`
  433. .. rst-class:: classref-property-setget
  434. - |void| **set_shadow**\ (\ value\: :ref:`bool<class_bool>`\ )
  435. - :ref:`bool<class_bool>` **has_shadow**\ (\ )
  436. If ``true``, the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using :ref:`distance_fade_enabled<class_Light3D_property_distance_fade_enabled>` to hide the light when far away from the :ref:`Camera3D<class_Camera3D>`.
  437. .. rst-class:: classref-item-separator
  438. ----
  439. .. _class_Light3D_property_shadow_normal_bias:
  440. .. rst-class:: classref-property
  441. :ref:`float<class_float>` **shadow_normal_bias** = ``2.0`` :ref:`🔗<class_Light3D_property_shadow_normal_bias>`
  442. .. rst-class:: classref-property-setget
  443. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  444. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  445. 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.
  446. .. rst-class:: classref-item-separator
  447. ----
  448. .. _class_Light3D_property_shadow_opacity:
  449. .. rst-class:: classref-property
  450. :ref:`float<class_float>` **shadow_opacity** = ``1.0`` :ref:`🔗<class_Light3D_property_shadow_opacity>`
  451. .. rst-class:: classref-property-setget
  452. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  453. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  454. The opacity to use when rendering the light's shadow map. Values lower than ``1.0`` make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
  455. .. rst-class:: classref-item-separator
  456. ----
  457. .. _class_Light3D_property_shadow_reverse_cull_face:
  458. .. rst-class:: classref-property
  459. :ref:`bool<class_bool>` **shadow_reverse_cull_face** = ``false`` :ref:`🔗<class_Light3D_property_shadow_reverse_cull_face>`
  460. .. rst-class:: classref-property-setget
  461. - |void| **set_shadow_reverse_cull_face**\ (\ value\: :ref:`bool<class_bool>`\ )
  462. - :ref:`bool<class_bool>` **get_shadow_reverse_cull_face**\ (\ )
  463. 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>`.
  464. .. rst-class:: classref-item-separator
  465. ----
  466. .. _class_Light3D_property_shadow_transmittance_bias:
  467. .. rst-class:: classref-property
  468. :ref:`float<class_float>` **shadow_transmittance_bias** = ``0.05`` :ref:`🔗<class_Light3D_property_shadow_transmittance_bias>`
  469. .. rst-class:: classref-property-setget
  470. - |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ )
  471. - :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const|
  472. .. container:: contribute
  473. There is currently no description for this property. Please help us by `contributing one <https://contributing.godotengine.org/en/latest/documentation/class_reference.html>`__!
  474. .. rst-class:: classref-section-separator
  475. ----
  476. .. rst-class:: classref-descriptions-group
  477. Method Descriptions
  478. -------------------
  479. .. _class_Light3D_method_get_correlated_color:
  480. .. rst-class:: classref-method
  481. :ref:`Color<class_Color>` **get_correlated_color**\ (\ ) |const| :ref:`🔗<class_Light3D_method_get_correlated_color>`
  482. Returns the :ref:`Color<class_Color>` of an idealized blackbody at the given :ref:`light_temperature<class_Light3D_property_light_temperature>`. This value is calculated internally based on the :ref:`light_temperature<class_Light3D_property_light_temperature>`. This :ref:`Color<class_Color>` is multiplied by :ref:`light_color<class_Light3D_property_light_color>` before being sent to the :ref:`RenderingServer<class_RenderingServer>`.
  483. .. rst-class:: classref-item-separator
  484. ----
  485. .. _class_Light3D_method_get_param:
  486. .. rst-class:: classref-method
  487. :ref:`float<class_float>` **get_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`\ ) |const| :ref:`🔗<class_Light3D_method_get_param>`
  488. Returns the value of the specified :ref:`Param<enum_Light3D_Param>` parameter.
  489. .. rst-class:: classref-item-separator
  490. ----
  491. .. _class_Light3D_method_set_param:
  492. .. rst-class:: classref-method
  493. |void| **set_param**\ (\ param\: :ref:`Param<enum_Light3D_Param>`, value\: :ref:`float<class_float>`\ ) :ref:`🔗<class_Light3D_method_set_param>`
  494. Sets the value of the specified :ref:`Param<enum_Light3D_Param>` parameter.
  495. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  496. .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
  497. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  498. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  499. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  500. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  501. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
  502. .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
  503. .. |void| replace:: :abbr:`void (No return value.)`