Enum RenderingServer.LightParam
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum RenderingServer.LightParam : long
Fields
Attenuation = 6The light's attenuation.
Energy = 0The light's energy multiplier.
IndirectEnergy = 1The light's indirect energy multiplier (final indirect energy is Energy * IndirectEnergy).
Intensity = 20Constant 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_unitsis true.Max = 21Represents the size of the RenderingServer.LightParam enum.
Range = 4The light's range.
ShadowBias = 15Bias the shadow lookup to fix self-shadowing artifacts.
ShadowBlur = 18Blurs 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 = 13Proportion of shadow max distance where the shadow will start to fade out.
ShadowMaxDistance = 9The 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 = 14Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
ShadowOpacity = 17The light's shadow opacity. Values lower than
1.0make the light appear through shadows. This can be used to fake global illumination at a low performance cost.ShadowPancakeSize = 16Sets 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
0turns off the pancaking effect.ShadowSplit1Offset = 10Proportion of shadow atlas occupied by the first split.
ShadowSplit2Offset = 11Proportion of shadow atlas occupied by the second split.
ShadowSplit3Offset = 12Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.
Size = 5The size of the light when using spot light or omni light. The angular size of the light when using directional light.
Specular = 3The light's influence on specularity.
SpotAngle = 7The spotlight's angle.
SpotAttenuation = 8The spotlight's attenuation.
TransmittanceBias = 19VolumetricFogEnergy = 2The light's volumetric fog energy multiplier (final volumetric fog energy is Energy * VolumetricFogEnergy).