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:null = 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:null = 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:null = 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:null = 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:null = 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:null = 2
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
set get int blend_mode<>():int set get
The Light2D's blend mode.

set get Color color<>():Color set get
The Light2D's Color.

set get bool editor_only<>():bool set get
If true, Light2D will only appear when editing the scene.

set get bool enabled<>():bool set get
If true, Light2D will emit light.

set get float energy<>():float set get
The Light2D's energy value. The larger the value, the stronger the light.

set get int range_item_cull_mask<>():int set get
The layer mask. Only objects with a matching [member 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 [member CanvasItem.light_mask].
set get int range_layer_max<>():int set get
Maximum layer value of objects that are affected by the Light2D.

set get int range_layer_min<>():int set get
Minimum layer value of objects that are affected by the Light2D.

set get int range_z_max<>():int set get
Maximum z value of objects that are affected by the Light2D.

set get int range_z_min<>():int set get
Minimum z value of objects that are affected by the Light2D.

set get Color shadow_color<>():Color set get
Color of shadows cast by the Light2D.

set get bool shadow_enabled<>():bool set get
If true, the Light2D will cast shadows.

set get int shadow_filter<>():int set get
Shadow filter type.

set get float shadow_filter_smooth<>():float set get
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.

set get int shadow_item_cull_mask<>():int set get
The shadow mask. Used with LightOccluder2D to cast shadows. Only occluders with a matching [member 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 [member PointLight2D.height] and [member DirectionalLight2D.height].

void set_height<>( float height=, height:float=, ):void
Sets the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].




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