Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
- AnimationMixer (2)
- AudioStreamPlayer
- CanvasItem (2)
- CanvasLayer (1)
- EditorFileSystem
- EditorPlugin (1)
- EditorResourcePreview
- HTTPRequest
- InstancePlaceholder
- MissingNode
- MultiplayerSpawner
- MultiplayerSynchronizer
- NavigationAgent2D
- NavigationAgent3D
- Node3D (31)
- ResourcePreloader
- ShaderGlobalsOverride
- StatusIndicator
- Timer
- Viewport (2)
- WorldEnvironment
- AnimatedSprite2D
- AudioListener2D
- AudioStreamPlayer2D
- BackBufferCopy
- Bone2D
- CPUParticles2D
- Camera2D
- CanvasGroup
- CanvasModulate
- CollisionObject2D (2)
- CollisionPolygon2D
- CollisionShape2D
- GPUParticles2D
- Joint2D (3)
- Light2D (2)
- LightOccluder2D
- Line2D
- Marker2D
- MeshInstance2D
- MultiMeshInstance2D
- NavigationLink2D
- NavigationObstacle2D
- NavigationRegion2D
- Parallax2D
- ParallaxLayer
- Path2D
- PathFollow2D
- Polygon2D
- RayCast2D
- RemoteTransform2D
- ShapeCast2D
- Skeleton2D
- Sprite2D
- TileMap
- TileMapLayer
- TouchScreenButton
- VisibleOnScreenNotifier2D (1)
Table of contents
-
var blend_mode = BLEND_MODE_ADD -
var color: Color = Color(1, 1, 1, 1) -
var editor_only: bool = false -
var enabled: bool = true -
var energy: float = 1.0 -
var range_item_cull_mask: int = 1 -
var range_layer_max: int = 0 -
var range_layer_min: int = 0 -
var range_z_max: int = 1024 -
var range_z_min: int = -1024 -
var shadow_color: Color = Color(0, 0, 0, 0) -
var shadow_enabled: bool = false -
var shadow_filter = SHADOW_FILTER_NONE -
var shadow_filter_smooth: float = 0.0 -
var shadow_item_cull_mask: int = 1 -
const func get_height() -> float -
func set_height(height: float) -> void -
const SHADOW_FILTER_NONE = 0 enum ShadowFilter -
const SHADOW_FILTER_PCF5 = 1 enum ShadowFilter -
const SHADOW_FILTER_PCF13 = 2 enum ShadowFilter -
const BLEND_MODE_ADD = 0 enum BlendMode -
const BLEND_MODE_SUB = 1 enum BlendMode -
const BLEND_MODE_MIX = 2 enum BlendMode -
enum ShadowFilter -
enum BlendMode
Light2D #
Node2D, Node, core, not_builtin_classes
Casts light in a 2D environment.
Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
Members #
var blend_mode = BLEND_MODE_ADD#
The Light2D's blend mode. See BlendMode constants for values.
var color: Color = Color(1, 1, 1, 1)#
The Light2D's Color.
var editor_only: bool = false#
If true, Light2D will only appear when editing the scene.
var enabled: bool = true#
If true, Light2D will emit light.
var energy: float = 1.0#
The Light2D's energy value. The larger the value, the stronger the light.
var range_item_cull_mask: int = 1#
The layer mask. Only objects with a matching CanvasItem.light_mask will be affected by the Light2D. See also shadow_item_cull_mask, which affects which objects can cast shadows.
Note: range_item_cull_mask is ignored by DirectionalLight2D, which will always light a 2D node regardless of the 2D node's CanvasItem.light_mask.
var range_layer_max: int = 0#
Maximum layer value of objects that are affected by the Light2D.
var range_layer_min: int = 0#
Minimum layer value of objects that are affected by the Light2D.
var range_z_max: int = 1024#
Maximum z value of objects that are affected by the Light2D.
var range_z_min: int = -1024#
Minimum z value of objects that are affected by the Light2D.
var shadow_color: Color = Color(0, 0, 0, 0)#
Color of shadows cast by the Light2D.
var shadow_enabled: bool = false#
If true, the Light2D will cast shadows.
var shadow_filter = SHADOW_FILTER_NONE#
Shadow filter type. See ShadowFilter for possible values.
var shadow_filter_smooth: float = 0.0#
Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. shadow_filter_smooth only has an effect if shadow_filter is SHADOW_FILTER_PCF5 or SHADOW_FILTER_PCF13.
var shadow_item_cull_mask: int = 1#
The shadow mask. Used with LightOccluder2D to cast shadows. Only occluders with a matching CanvasItem.light_mask will cast shadows. See also range_item_cull_mask, which affects which objects can receive the light.
Methods #
const func get_height() -> float#
Returns the light's height, which is used in 2D normal mapping. See PointLight2D.height and DirectionalLight2D.height.
func set_height(height: float) -> void#
Sets the light's height, which is used in 2D normal mapping. See PointLight2D.height and DirectionalLight2D.height.
Annotations #
Constants #
const SHADOW_FILTER_NONE = 0 enum ShadowFilter#
No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See shadow_filter.
const SHADOW_FILTER_PCF5 = 1 enum ShadowFilter#
Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See shadow_filter.
const SHADOW_FILTER_PCF13 = 2 enum ShadowFilter#
Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See shadow_filter.
const BLEND_MODE_ADD = 0 enum BlendMode#
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
const BLEND_MODE_SUB = 1 enum BlendMode#
Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
const BLEND_MODE_MIX = 2 enum BlendMode#
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
Constructors #
Enums #
ShadowFilter#
enum ShadowFilter {
SHADOW_FILTER_NONE = 0,
SHADOW_FILTER_PCF5 = 1,
SHADOW_FILTER_PCF13 = 2,
}BlendMode#
enum BlendMode {
BLEND_MODE_ADD = 0,
BLEND_MODE_SUB = 1,
BLEND_MODE_MIX = 2,
}