class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeCanvasItemNode2D Light2D
Casts light in a 2D environment.

Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).

Enum ShadowFilter<>():Enum

SHADOW_FILTER_NONE = 0

No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See shadow_filter.


SHADOW_FILTER_PCF5 = 1

Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See shadow_filter.


SHADOW_FILTER_PCF13 = 2

Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See shadow_filter.

Enum BlendMode<>():Enum

BLEND_MODE_ADD = 0

Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.


BLEND_MODE_SUB = 1

Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.


BLEND_MODE_MIX = 2

Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.

BlendMode blend_mode<>():BlendMode

The Light2D's blend mode. See BlendMode constants for values.

Color color<>():Color

The Light2D's Color.

bool editor_only<>():bool

If true, Light2D will only appear when editing the scene.

bool enabled<>():bool

If true, Light2D will emit light.

float energy<>():float

The Light2D's energy value. The larger the value, the stronger the light.

int range_item_cull_mask<>():int

The layer mask. Only objects with a matching CanvasItem.light_mask will be affected by the Light2D. See also shadow_item_cull_mask, which affects which objects can cast shadows.

Note: range_item_cull_mask is ignored by DirectionalLight2D, which will always light a 2D node regardless of the 2D node's CanvasItem.light_mask.

int range_layer_max<>():int

Maximum layer value of objects that are affected by the Light2D.

int range_layer_min<>():int

Minimum layer value of objects that are affected by the Light2D.

int range_z_max<>():int

Maximum z value of objects that are affected by the Light2D.

int range_z_min<>():int

Minimum z value of objects that are affected by the Light2D.

Color shadow_color<>():Color

Color of shadows cast by the Light2D.

bool shadow_enabled<>():bool

If true, the Light2D will cast shadows.

ShadowFilter shadow_filter<>():ShadowFilter

Shadow filter type. See ShadowFilter for possible values.

float shadow_filter_smooth<>():float

Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. shadow_filter_smooth only has an effect if shadow_filter is SHADOW_FILTER_PCF5 or SHADOW_FILTER_PCF13.

int shadow_item_cull_mask<>():int

The shadow mask. Used with LightOccluder2D to cast shadows. Only occluders with a matching CanvasItem.light_mask will cast shadows. See also range_item_cull_mask, which affects which objects can receive the light.

float get_height<>():float

Returns the light's height, which is used in 2D normal mapping. See PointLight2D.height and DirectionalLight2D.height.

void set_height<>( float height=, height:float=, ):void

Sets the light's height, which is used in 2D normal mapping. See PointLight2D.height and DirectionalLight2D.height.




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