Table of Contents

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

float

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

float

OmniShadowMode

public OmniLight3D.ShadowMode OmniShadowMode { get; set; }

Property Value

OmniLight3D.ShadowMode

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_name

Name of the method to check for.

Returns

bool

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_name

Name of the signal to check for.

Returns

bool

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_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool