SpotLight3D ​
Inherits: Light3D < VisualInstance3D < Node3D < Node < Object
A spotlight, such as a reflector spotlight or a lantern.
Description
A Spotlight is a type of Light3D 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 Light3D.
Note: When using the Mobile rendering method, only 8 spot lights can be displayed on each mesh resource. Attempting to display more than 8 spot lights on a single mesh resource will result in spot lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 spot lights can be displayed on each mesh resource by default, but this can be increased by adjusting ProjectSettings.rendering/limits/opengl/max_lights_per_object.
Note: When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, GeometryInstance3D.extra_cull_margin must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
Tutorials
Properties
shadow_bias | 0.03 (overrides Light3D) | |
shadow_normal_bias | 1.0 (overrides Light3D) | |
45.0 | ||
1.0 | ||
1.0 | ||
5.0 |
Property Descriptions
The spotlight's angle in degrees.
Note: spot_angle is not affected by Node3D.scale (the light's scale or its parent's scale).
float spot_angle_attenuation = 1.0 🔗
The spotlight's angular attenuation curve. See also spot_attenuation.
float spot_attenuation = 1.0 🔗
Controls the distance attenuation function for spotlights.
A value of 0.0
will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of 2.0
for physically accurate lights as it results in the proper inverse square attenutation.
Note: Setting attenuation to 2.0
or higher may result in distant objects receiving minimal light, even within range. For example, with a range of 4096
, an object at 100
units is attenuated by a factor of 0.0001
. With a default brightness of 1
, the light would not be visible at that distance.
Note: Using negative or values higher than 10.0
may lead to unexpected results.
The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the spot_attenuation in use. No matter the spot_attenuation in use, the light will never reach anything outside this range.
Note: spot_range is not affected by Node3D.scale (the light's scale or its parent's scale).