Class SpotLight3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
A Spotlight is a type of Light3D node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of Light3D.
Note: When using the Mobile rendering method, only 8 spot lights can be displayed on each mesh resource. Attempting to display more than 8 spot lights on a single mesh resource will result in spot lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 spot 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, spot 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 SpotLight3D : Light3D, IDisposable
- Inheritance
-
SpotLight3D
- Implements
- Inherited Members
Constructors
SpotLight3D()
public SpotLight3D()
Properties
SpotAngle
The spotlight's angle in degrees.
Note: SpotAngle is not affected by Scale (the light's scale or its parent's scale).
public float SpotAngle { get; set; }
Property Value
SpotAngleAttenuation
The spotlight's angular attenuation curve. See also SpotAttenuation.
public float SpotAngleAttenuation { get; set; }
Property Value
SpotAttenuation
Controls the distance attenuation function for spotlights.
A value of 0.0
will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of 2.0
for physically accurate lights as it results in the proper inverse square attenutation.
Note: Setting attenuation to 2.0
or higher may result in distant objects receiving minimal light, even within range. For example, with a range of 4096
, an object at 100
units is attenuated by a factor of 0.0001
. With a default brightness of 1
, the light would not be visible at that distance.
Note: Using negative or values higher than 10.0
may lead to unexpected results.
public float SpotAttenuation { get; set; }
Property Value
SpotRange
The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the SpotAttenuation in use. No matter the SpotAttenuation in use, the light will never reach anything outside this range.
Note: SpotRange is not affected by Scale (the light's scale or its parent's scale).
public float SpotRange { 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.