Enum RenderingServer.LightParam
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum RenderingServer.LightParam : long
Fields
Attenuation = 6
The light's attenuation.
Energy = 0
The light's energy multiplier.
IndirectEnergy = 1
The light's indirect energy multiplier (final indirect energy is Energy * IndirectEnergy).
Intensity = 20
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/lights_and_shadows/use_physical_light_units
istrue
.Max = 21
Represents the size of the RenderingServer.LightParam enum.
Range = 4
The light's range.
ShadowBias = 15
Bias the shadow lookup to fix self-shadowing artifacts.
ShadowBlur = 18
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.
ShadowFadeStart = 13
Proportion of shadow max distance where the shadow will start to fade out.
ShadowMaxDistance = 9
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).
ShadowNormalBias = 14
Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
ShadowOpacity = 17
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.ShadowPancakeSize = 16
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.ShadowSplit1Offset = 10
Proportion of shadow atlas occupied by the first split.
ShadowSplit2Offset = 11
Proportion of shadow atlas occupied by the second split.
ShadowSplit3Offset = 12
Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.
Size = 5
The size of the light when using spot light or omni light. The angular size of the light when using directional light.
Specular = 3
The light's influence on specularity.
SpotAngle = 7
The spotlight's angle.
SpotAttenuation = 8
The spotlight's attenuation.
TransmittanceBias = 19
VolumetricFogEnergy = 2
The light's volumetric fog energy multiplier (final volumetric fog energy is Energy * VolumetricFogEnergy).