class_directionallight3d.rst 16 KB

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  1. :github_url: hide
  2. .. meta::
  3. :keywords: sun
  4. .. DO NOT EDIT THIS FILE!!!
  5. .. Generated automatically from Godot engine sources.
  6. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
  7. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/DirectionalLight3D.xml.
  8. .. _class_DirectionalLight3D:
  9. DirectionalLight3D
  10. ==================
  11. **Inherits:** :ref:`Light3D<class_Light3D>` **<** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  12. Directional light from a distance, as from the Sun.
  13. .. rst-class:: classref-introduction-group
  14. Description
  15. -----------
  16. A directional light is a type of :ref:`Light3D<class_Light3D>` node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight.
  17. Light is emitted in the -Z direction of the node's global basis. For an unrotated light, this means that the light is emitted forwards, illuminating the front side of a 3D model (see :ref:`Vector3.FORWARD<class_Vector3_constant_FORWARD>` and :ref:`Vector3.MODEL_FRONT<class_Vector3_constant_MODEL_FRONT>`). The position of the node is ignored; only the basis is used to determine light direction.
  18. .. rst-class:: classref-introduction-group
  19. Tutorials
  20. ---------
  21. - :doc:`3D lights and shadows <../tutorials/3d/lights_and_shadows>`
  22. - :doc:`Faking global illumination <../tutorials/3d/global_illumination/faking_global_illumination>`
  23. .. rst-class:: classref-reftable-group
  24. Properties
  25. ----------
  26. .. table::
  27. :widths: auto
  28. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  29. | :ref:`bool<class_bool>` | :ref:`directional_shadow_blend_splits<class_DirectionalLight3D_property_directional_shadow_blend_splits>` | ``false`` |
  30. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  31. | :ref:`float<class_float>` | :ref:`directional_shadow_fade_start<class_DirectionalLight3D_property_directional_shadow_fade_start>` | ``0.8`` |
  32. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  33. | :ref:`float<class_float>` | :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>` | ``100.0`` |
  34. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  35. | :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` | :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` | ``2`` |
  36. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  37. | :ref:`float<class_float>` | :ref:`directional_shadow_pancake_size<class_DirectionalLight3D_property_directional_shadow_pancake_size>` | ``20.0`` |
  38. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  39. | :ref:`float<class_float>` | :ref:`directional_shadow_split_1<class_DirectionalLight3D_property_directional_shadow_split_1>` | ``0.1`` |
  40. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  41. | :ref:`float<class_float>` | :ref:`directional_shadow_split_2<class_DirectionalLight3D_property_directional_shadow_split_2>` | ``0.2`` |
  42. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  43. | :ref:`float<class_float>` | :ref:`directional_shadow_split_3<class_DirectionalLight3D_property_directional_shadow_split_3>` | ``0.5`` |
  44. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  45. | :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` | :ref:`sky_mode<class_DirectionalLight3D_property_sky_mode>` | ``0`` |
  46. +-------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+-----------+
  47. .. rst-class:: classref-section-separator
  48. ----
  49. .. rst-class:: classref-descriptions-group
  50. Enumerations
  51. ------------
  52. .. _enum_DirectionalLight3D_ShadowMode:
  53. .. rst-class:: classref-enumeration
  54. enum **ShadowMode**: :ref:`🔗<enum_DirectionalLight3D_ShadowMode>`
  55. .. _class_DirectionalLight3D_constant_SHADOW_ORTHOGONAL:
  56. .. rst-class:: classref-enumeration-constant
  57. :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **SHADOW_ORTHOGONAL** = ``0``
  58. Renders the entire scene's shadow map from an orthogonal point of view. This is the fastest directional shadow mode. May result in blurrier shadows on close objects.
  59. .. _class_DirectionalLight3D_constant_SHADOW_PARALLEL_2_SPLITS:
  60. .. rst-class:: classref-enumeration-constant
  61. :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **SHADOW_PARALLEL_2_SPLITS** = ``1``
  62. Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between :ref:`SHADOW_ORTHOGONAL<class_DirectionalLight3D_constant_SHADOW_ORTHOGONAL>` and :ref:`SHADOW_PARALLEL_4_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS>` in terms of performance.
  63. .. _class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS:
  64. .. rst-class:: classref-enumeration-constant
  65. :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **SHADOW_PARALLEL_4_SPLITS** = ``2``
  66. Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.
  67. .. rst-class:: classref-item-separator
  68. ----
  69. .. _enum_DirectionalLight3D_SkyMode:
  70. .. rst-class:: classref-enumeration
  71. enum **SkyMode**: :ref:`🔗<enum_DirectionalLight3D_SkyMode>`
  72. .. _class_DirectionalLight3D_constant_SKY_MODE_LIGHT_AND_SKY:
  73. .. rst-class:: classref-enumeration-constant
  74. :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **SKY_MODE_LIGHT_AND_SKY** = ``0``
  75. Makes the light visible in both scene lighting and sky rendering.
  76. .. _class_DirectionalLight3D_constant_SKY_MODE_LIGHT_ONLY:
  77. .. rst-class:: classref-enumeration-constant
  78. :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **SKY_MODE_LIGHT_ONLY** = ``1``
  79. Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders.
  80. .. _class_DirectionalLight3D_constant_SKY_MODE_SKY_ONLY:
  81. .. rst-class:: classref-enumeration-constant
  82. :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **SKY_MODE_SKY_ONLY** = ``2``
  83. Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example).
  84. .. rst-class:: classref-section-separator
  85. ----
  86. .. rst-class:: classref-descriptions-group
  87. Property Descriptions
  88. ---------------------
  89. .. _class_DirectionalLight3D_property_directional_shadow_blend_splits:
  90. .. rst-class:: classref-property
  91. :ref:`bool<class_bool>` **directional_shadow_blend_splits** = ``false`` :ref:`🔗<class_DirectionalLight3D_property_directional_shadow_blend_splits>`
  92. .. rst-class:: classref-property-setget
  93. - |void| **set_blend_splits**\ (\ value\: :ref:`bool<class_bool>`\ )
  94. - :ref:`bool<class_bool>` **is_blend_splits_enabled**\ (\ )
  95. If ``true``, shadow detail is sacrificed in exchange for smoother transitions between splits. Enabling shadow blend splitting also has a moderate performance cost. This is ignored when :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` is :ref:`SHADOW_ORTHOGONAL<class_DirectionalLight3D_constant_SHADOW_ORTHOGONAL>`.
  96. .. rst-class:: classref-item-separator
  97. ----
  98. .. _class_DirectionalLight3D_property_directional_shadow_fade_start:
  99. .. rst-class:: classref-property
  100. :ref:`float<class_float>` **directional_shadow_fade_start** = ``0.8`` :ref:`🔗<class_DirectionalLight3D_property_directional_shadow_fade_start>`
  101. .. rst-class:: classref-property-setget
  102. - |void| **set_param**\ (\ value\: :ref:`float<class_float>`\ )
  103. - :ref:`float<class_float>` **get_param**\ (\ )
  104. Proportion of :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>` at which point the shadow starts to fade. At :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`, the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>` is low, consider lowering :ref:`directional_shadow_fade_start<class_DirectionalLight3D_property_directional_shadow_fade_start>` below ``0.8`` to make shadow transitions less noticeable. On the other hand, if you tuned :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>` to cover the entire scene, you can set :ref:`directional_shadow_fade_start<class_DirectionalLight3D_property_directional_shadow_fade_start>` to ``1.0`` to prevent the shadow from fading in the distance (it will suddenly cut off instead).
  105. .. rst-class:: classref-item-separator
  106. ----
  107. .. _class_DirectionalLight3D_property_directional_shadow_max_distance:
  108. .. rst-class:: classref-property
  109. :ref:`float<class_float>` **directional_shadow_max_distance** = ``100.0`` :ref:`🔗<class_DirectionalLight3D_property_directional_shadow_max_distance>`
  110. .. rst-class:: classref-property-setget
  111. - |void| **set_param**\ (\ value\: :ref:`float<class_float>`\ )
  112. - :ref:`float<class_float>` **get_param**\ (\ )
  113. The 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).
  114. .. rst-class:: classref-item-separator
  115. ----
  116. .. _class_DirectionalLight3D_property_directional_shadow_mode:
  117. .. rst-class:: classref-property
  118. :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **directional_shadow_mode** = ``2`` :ref:`🔗<class_DirectionalLight3D_property_directional_shadow_mode>`
  119. .. rst-class:: classref-property-setget
  120. - |void| **set_shadow_mode**\ (\ value\: :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>`\ )
  121. - :ref:`ShadowMode<enum_DirectionalLight3D_ShadowMode>` **get_shadow_mode**\ (\ )
  122. The light's shadow rendering algorithm.
  123. .. rst-class:: classref-item-separator
  124. ----
  125. .. _class_DirectionalLight3D_property_directional_shadow_pancake_size:
  126. .. rst-class:: classref-property
  127. :ref:`float<class_float>` **directional_shadow_pancake_size** = ``20.0`` :ref:`🔗<class_DirectionalLight3D_property_directional_shadow_pancake_size>`
  128. .. rst-class:: classref-property-setget
  129. - |void| **set_param**\ (\ value\: :ref:`float<class_float>`\ )
  130. - :ref:`float<class_float>` **get_param**\ (\ )
  131. Sets 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 ``0`` turns off the pancaking effect.
  132. .. rst-class:: classref-item-separator
  133. ----
  134. .. _class_DirectionalLight3D_property_directional_shadow_split_1:
  135. .. rst-class:: classref-property
  136. :ref:`float<class_float>` **directional_shadow_split_1** = ``0.1`` :ref:`🔗<class_DirectionalLight3D_property_directional_shadow_split_1>`
  137. .. rst-class:: classref-property-setget
  138. - |void| **set_param**\ (\ value\: :ref:`float<class_float>`\ )
  139. - :ref:`float<class_float>` **get_param**\ (\ )
  140. The distance from camera to shadow split 1. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` is :ref:`SHADOW_PARALLEL_2_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_2_SPLITS>` or :ref:`SHADOW_PARALLEL_4_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS>`.
  141. .. rst-class:: classref-item-separator
  142. ----
  143. .. _class_DirectionalLight3D_property_directional_shadow_split_2:
  144. .. rst-class:: classref-property
  145. :ref:`float<class_float>` **directional_shadow_split_2** = ``0.2`` :ref:`🔗<class_DirectionalLight3D_property_directional_shadow_split_2>`
  146. .. rst-class:: classref-property-setget
  147. - |void| **set_param**\ (\ value\: :ref:`float<class_float>`\ )
  148. - :ref:`float<class_float>` **get_param**\ (\ )
  149. The distance from shadow split 1 to split 2. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` is :ref:`SHADOW_PARALLEL_4_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS>`.
  150. .. rst-class:: classref-item-separator
  151. ----
  152. .. _class_DirectionalLight3D_property_directional_shadow_split_3:
  153. .. rst-class:: classref-property
  154. :ref:`float<class_float>` **directional_shadow_split_3** = ``0.5`` :ref:`🔗<class_DirectionalLight3D_property_directional_shadow_split_3>`
  155. .. rst-class:: classref-property-setget
  156. - |void| **set_param**\ (\ value\: :ref:`float<class_float>`\ )
  157. - :ref:`float<class_float>` **get_param**\ (\ )
  158. The distance from shadow split 2 to split 3. Relative to :ref:`directional_shadow_max_distance<class_DirectionalLight3D_property_directional_shadow_max_distance>`. Only used when :ref:`directional_shadow_mode<class_DirectionalLight3D_property_directional_shadow_mode>` is :ref:`SHADOW_PARALLEL_4_SPLITS<class_DirectionalLight3D_constant_SHADOW_PARALLEL_4_SPLITS>`.
  159. .. rst-class:: classref-item-separator
  160. ----
  161. .. _class_DirectionalLight3D_property_sky_mode:
  162. .. rst-class:: classref-property
  163. :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **sky_mode** = ``0`` :ref:`🔗<class_DirectionalLight3D_property_sky_mode>`
  164. .. rst-class:: classref-property-setget
  165. - |void| **set_sky_mode**\ (\ value\: :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>`\ )
  166. - :ref:`SkyMode<enum_DirectionalLight3D_SkyMode>` **get_sky_mode**\ (\ )
  167. Whether this **DirectionalLight3D** is visible in the sky, in the scene, or both in the sky and in the scene.
  168. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  169. .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
  170. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  171. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  172. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  173. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  174. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
  175. .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
  176. .. |void| replace:: :abbr:`void (No return value.)`