LightParam

    RenderingServer.swift:426
    enum LightParam

    Cases

    • case energy

      The light’s energy multiplier.

    • case indirectEnergy

      The light’s indirect energy multiplier (final indirect energy is .energy * .indirectEnergy).

    • case volumetricFogEnergy

      The light’s volumetric fog energy multiplier (final volumetric fog energy is .energy * .volumetricFogEnergy).

    • case specular

      The light’s influence on specularity.

    • case range

      The light’s range.

    • case size

      The size of the light when using spot light or omni light. The angular size of the light when using directional light.

    • case attenuation

      The light’s attenuation.

    • case spotAngle

      The spotlight’s angle.

    • case spotAttenuation

      The spotlight’s attenuation.

    • case shadowMaxDistance

      The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering).

    • case shadowSplit1Offset

      Proportion of shadow atlas occupied by the first split.

    • case shadowSplit2Offset

      Proportion of shadow atlas occupied by the second split.

    • case shadowSplit3Offset

      Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.

    • case shadowFadeStart

      Proportion of shadow max distance where the shadow will start to fade out.

    • case shadowNormalBias

      Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.

    • case shadowBias

      Bias the shadow lookup to fix self-shadowing artifacts.

    • case shadowPancakeSize

      Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow’s camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to 0 turns off the pancaking effect.

    • case shadowOpacity

      The light’s shadow opacity. Values lower than 1.0 make the light appear through shadows. This can be used to fake global illumination at a low performance cost.

    • case shadowBlur

      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.

    • case transmittanceBias
    • case intensity

      Constant representing the intensity of the light, measured in Lumens when dealing with a SpotLight3D or OmniLight3D, or measured in Lux with a DirectionalLight3D. Only used when ProjectSettings/rendering/lightsAndShadows/usePhysicalLightUnits is true.

    • case max

      Represents the size of the LightParam enum.

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