Class OmniLight3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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, ExtraCullMargin must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
public class OmniLight3D : Light3D, IDisposable
- Inheritance
-
OmniLight3D
- Implements
- Inherited Members
Constructors
OmniLight3D()
public OmniLight3D()
Properties
OmniAttenuation
The light's attenuation (drop-off) curve. A number of presets are available in the Inspector by right-clicking the curve. Zero and negative values are allowed but can produce unusual effects.
Note: Very high OmniAttenuation values (typically above 10) can impact performance negatively if the light is made to use a larger OmniRange to compensate. This is because culling opportunities will become less common and shading costs will be increased (as the light will cover more pixels on screen while resulting in the same amount of brightness). To improve performance, use the lowest OmniAttenuation value possible for the visuals you're trying to achieve.
public float OmniAttenuation { get; set; }
Property Value
OmniRange
The light's radius. Note that the effectively lit area may appear to be smaller depending on the OmniAttenuation in use. No matter the OmniAttenuation in use, the light will never reach anything outside this radius.
Note: OmniRange is not affected by Scale (the light's scale or its parent's scale).
public float OmniRange { get; set; }
Property Value
OmniShadowMode
public OmniLight3D.ShadowMode OmniShadowMode { get; set; }
Property Value
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.