Provides a base class for different kinds of light nodes.
Light3D is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
Returns the value of the specified [enum Light3D.Param] parameter.
Sets the value of the specified [enum Light3D.Param] parameter.
- If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
- Angular size of the light in degrees. Only available for [DirectionalLight3D]s. For reference, the sun from earth is approximately [code]0.5[/code].
- The light's bake mode. See [enum BakeMode].
- The light's color.
- The light will affect objects in the selected layers.
- The light's strength multiplier.
- Secondary multiplier used with indirect light (light bounces). Used with [GIProbe].
- If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
- [Texture2D] projected by light. [member 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.
- The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s.
- The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light.
- Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed.
- Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
- The color of shadows cast by this light.
- If [code]true[/code], the light will cast shadows.
- Offsets the lookup into the shadow map by the objects normal. This can be used reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
- If [code]true[/code], 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 [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED].
Constant for accessing [member light_energy].
Constant for accessing [member light_indirect_energy].
Constant for accessing [member light_specular].
Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D.spot_range].
Constant for accessing [member light_size].
Constant for accessing [member OmniLight3D.omni_attenuation] or [member SpotLight3D.spot_attenuation].
Constant for accessing [member SpotLight3D.spot_angle].
Constant for accessing [member SpotLight3D.spot_angle_attenuation].
Constant for accessing [member DirectionalLight3D.directional_shadow_max_distance].
Constant for accessing [member DirectionalLight3D.directional_shadow_split_1].
Constant for accessing [member DirectionalLight3D.directional_shadow_split_2].
Constant for accessing [member DirectionalLight3D.directional_shadow_split_3].
Constant for accessing [member DirectionalLight3D.directional_shadow_fade_start].
Constant for accessing [member shadow_normal_bias].
Constant for accessing [member shadow_bias].
Constant for accessing [member DirectionalLight3D.directional_shadow_pancake_size].
Constant for accessing [member shadow_blur].
Constant for accessing [member shadow_transmittance_bias].
Represents the size of the [enum Param] enum.
Light is ignored when baking. [b]Note:[/b] Hiding a light does [i]not[/i] affect baking.
Only indirect lighting will be baked (default).
Both direct and indirect light will be baked. [b]Note:[/b] You should hide the light if you don't want it to appear twice (dynamic and baked).