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@@ -35,31 +35,31 @@
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</method>
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</methods>
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<members>
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- <member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0">
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+ <member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0" keywords="lod_begin">
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The distance from the camera at which the light begins to fade away (in 3D units).
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[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
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</member>
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- <member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false">
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+ <member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false" keywords="lod_enabled">
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If [code]true[/code], the light will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. This acts as a form of level of detail (LOD). The light will fade out over [member distance_fade_begin] + [member 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.
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[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
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</member>
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- <member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
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+ <member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0" keywords="lod_length">
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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.
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[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
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</member>
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- <member name="distance_fade_shadow" type="float" setter="set_distance_fade_shadow" getter="get_distance_fade_shadow" default="50.0">
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+ <member name="distance_fade_shadow" type="float" setter="set_distance_fade_shadow" getter="get_distance_fade_shadow" default="50.0" keywords="lod_shadow">
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The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than [member distance_fade_begin] + [member distance_fade_length] to further improve performance, as shadow rendering is often more expensive than light rendering itself.
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[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only when [member shadow_enabled] is [code]true[/code].
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</member>
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<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
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If [code]true[/code], the light only appears in the editor and will not be visible at runtime. If [code]true[/code], the light will never be baked in [LightmapGI] regardless of its [member light_bake_mode].
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</member>
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- <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0">
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+ <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0" keywords="pcss">
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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 [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
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[b]Note:[/b] [member light_angular_distance] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
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[b]Note:[/b] PCSS for directional lights is only supported in the Forward+ rendering method, not Mobile or Compatibility.
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</member>
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- <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="2">
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+ <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="2" keywords="global_illumination_mode, gi_mode">
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The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See [enum BakeMode].
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[b]Note:[/b] Meshes' global illumination mode will also affect the global illumination rendering. See [member GeometryInstance3D.gi_mode].
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</member>
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@@ -88,12 +88,12 @@
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<member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false">
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If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
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</member>
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- <member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector">
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+ <member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector" keywords="cookie, gobo">
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[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.
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[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
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[b]Note:[/b] Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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</member>
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- <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
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+ <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0" keywords="pcss">
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The size of the light in Godot units. Only available for [OmniLight3D]s and [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 [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
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[b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
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[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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