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- Increase DirectionalLight3D normal bias to 2.0 to reduce shadow acne at grazing angles. - Decrease OmniLight3D bias to 0.1 to reduce shadow peter-panning.
32 lines
2.1 KiB
XML
32 lines
2.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpotLight3D" inherits="Light3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A spotlight, such as a reflector spotlight or a lantern.
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</brief_description>
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<description>
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A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D].
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</description>
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<tutorials>
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<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<members>
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<member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.03" />
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<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" />
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<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
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The spotlight's angle in degrees.
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[b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
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</member>
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<member name="spot_angle_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
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The spotlight's angular attenuation curve.
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</member>
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<member name="spot_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
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The spotlight's light energy attenuation curve.
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</member>
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<member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0">
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The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range.
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[b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
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</member>
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</members>
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</class>
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