SpotLight¶
Inherits: Light < VisualInstance < CullInstance < Spatial < Node < Object
Un foco, como un reflector o una linterna.
Descripción¶
A Spotlight is a type of Light 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 Light.
Note: By default, only 32 SpotLights may affect a single mesh resource at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase ProjectSettings.rendering/limits/rendering/max_lights_per_object at the cost of shader compilation times.
Tutoriales¶
Propiedades¶
|
||
|
||
|
||
|
Descripciones de Propiedades¶
float spot_angle
Default |
|
Setter |
set_param(value) |
Getter |
get_param() |
El ángulo del foco en grados.
float spot_angle_attenuation
Default |
|
Setter |
set_param(value) |
Getter |
get_param() |
La curva de atenuación angular del foco.
float spot_attenuation
Default |
|
Setter |
set_param(value) |
Getter |
get_param() |
La curva de atenuación de la energía de la luz del foco.
float spot_range
Default |
|
Setter |
set_param(value) |
Getter |
get_param() |
El máximo rango que puede ser alcanzado por el foco. Tenga en cuenta que el área efectivamente iluminada puede parecer más pequeña dependiendo del spot_attenuation en uso. No importa el spot_attenuation en uso, la luz nunca alcanzará nada fuera de este rango.