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
- AudioListener3D
- AudioStreamPlayer3D
- BoneAttachment3D
- Camera3D (1)
- CollisionObject3D (2)
- CollisionPolygon3D
- CollisionShape3D
- GridMap
- ImporterMeshInstance3D
- Joint3D (5)
- LightmapProbe
- Marker3D
- NavigationLink3D
- NavigationObstacle3D
- NavigationRegion3D
- OpenXRCompositionLayer (3)
- OpenXRHand
- Path3D
- PathFollow3D
- RayCast3D
- RemoteTransform3D
- ShapeCast3D
- Skeleton3D
- SkeletonModifier3D (7)
- SpringArm3D
- SpringBoneCollision3D (3)
- VehicleWheel3D
- VisualInstance3D (13)
- XRFaceModifier3D
- XRNode3D (2)
- XROrigin3D
- Decal
- FogVolume
- GPUParticlesAttractor3D (3)
- GPUParticlesCollision3D (4)
- GeometryInstance3D (7)
- Light3D (3)
- LightmapGI
- OccluderInstance3D
- OpenXRVisibilityMask
- ReflectionProbe
- RootMotionView
- VisibleOnScreenNotifier3D (1)
- VoxelGI
Table of contents
OmniLight3D #
is_instantiable, Node3D, Node, core, not_builtin_classes
Omnidirectional light, such as a light bulb or a candle.
An Omnidirectional light is a type of Light3D that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
Note: When using the Mobile rendering method, only 8 omni lights can be displayed on each mesh resource. Attempting to display more than 8 omni lights on a single mesh resource will result in omni lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 omni lights can be displayed on each mesh resource by default, but this can be increased by adjusting ProjectSettings.rendering/limits/opengl/max_lights_per_object.
Note: When using the Mobile or Compatibility rendering methods, omni lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, GeometryInstance3D.extra_cull_margin must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
Members #
var light_specular: float = 0.5#
var omni_attenuation: float = 1.0#
Controls the distance attenuation function for omnilights.
A value of 0.0 will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of 2.0 for physically accurate lights as it results in the proper inverse square attenutation.
Note: Setting attenuation to 2.0 or higher may result in distant objects receiving minimal light, even within range. For example, with a range of 4096, an object at 100 units is attenuated by a factor of 0.0001. With a default brightness of 1, the light would not be visible at that distance.
Note: Using negative or values higher than 10.0 may lead to unexpected results.
var omni_range: float = 5.0#
The light's radius. Note that the effectively lit area may appear to be smaller depending on the omni_attenuation in use. No matter the omni_attenuation in use, the light will never reach anything outside this radius.
Note: omni_range is not affected by Node3D.scale (the light's scale or its parent's scale).
var omni_shadow_mode = SHADOW_CUBE#
See ShadowMode.
var shadow_normal_bias: float = 1.0#
Methods #
Annotations #
Constants #
const SHADOW_DUAL_PARABOLOID = 0 enum ShadowMode#
Shadows are rendered to a dual-paraboloid texture. Faster than SHADOW_CUBE, but lower-quality.
const SHADOW_CUBE = 1 enum ShadowMode#
Shadows are rendered to a cubemap. Slower than SHADOW_DUAL_PARABOLOID, but higher-quality.
Constructors #
Enums #
ShadowMode#
enum ShadowMode {
SHADOW_DUAL_PARABOLOID = 0,
SHADOW_CUBE = 1,
}