Light2D ​
Inherits: Node2D < CanvasItem < Node < Object
Inherited By: DirectionalLight2D, PointLight2D
Casts light in a 2D environment.
Description
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).
Tutorials
Properties
0 | ||
Color(1, 1, 1, 1) | ||
false | ||
true | ||
1.0 | ||
1 | ||
0 | ||
0 | ||
1024 | ||
-1024 | ||
Color(0, 0, 0, 0) | ||
false | ||
0 | ||
0.0 | ||
1 |
Methods
get_height() const | |
void | set_height(height: float) |
Enumerations
enum ShadowFilter: 🔗
ShadowFilter 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.
ShadowFilter 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.
ShadowFilter 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: 🔗
BlendMode 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.
BlendMode 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.
BlendMode BLEND_MODE_MIX = 2
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
Property Descriptions
The Light2D's blend mode.
Color color = Color(1, 1, 1, 1) 🔗
The Light2D's Color.
If true
, Light2D will only appear when editing the scene.
If true
, Light2D will emit light.
The Light2D's energy value. The larger the value, the stronger the light.
int range_item_cull_mask = 1 🔗
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.
Maximum layer value of objects that are affected by the Light2D.
Minimum layer value of objects that are affected by the Light2D.
Maximum z
value of objects that are affected by the Light2D.
Minimum z
value of objects that are affected by the Light2D.
Color shadow_color = Color(0, 0, 0, 0) 🔗
Color of shadows cast by the Light2D.
bool shadow_enabled = false 🔗
If true
, the Light2D will cast shadows.
ShadowFilter shadow_filter = 0 🔗
void set_shadow_filter(value: ShadowFilter)
ShadowFilter get_shadow_filter()
Shadow filter type.
float shadow_filter_smooth = 0.0 🔗
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 = 1 🔗
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.
Method Descriptions
Returns the light's height, which is used in 2D normal mapping. See PointLight2D.height and DirectionalLight2D.height.
void set_height(height: float) 🔗
Sets the light's height, which is used in 2D normal mapping. See PointLight2D.height and DirectionalLight2D.height.