Light2D¶
Inherits: Node2D < CanvasItem < Node < Object
Casts light in a 2D environment.
Description¶
Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
Note: Light2D can also be used as a mask.
Tutorials¶
Properties¶
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Enumerations¶
enum Mode:
Mode 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.
Mode MODE_SUB = 1
Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
Mode MODE_MIX = 2
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
Mode MODE_MASK = 3
The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
enum ShadowFilter:
ShadowFilter SHADOW_FILTER_NONE = 0
No filter applies to the shadow map. See shadow_filter.
ShadowFilter SHADOW_FILTER_PCF3 = 1
Percentage closer filtering (3 samples) applies to the shadow map. See shadow_filter.
ShadowFilter SHADOW_FILTER_PCF5 = 2
Percentage closer filtering (5 samples) applies to the shadow map. See shadow_filter.
ShadowFilter SHADOW_FILTER_PCF7 = 3
Percentage closer filtering (7 samples) applies to the shadow map. See shadow_filter.
ShadowFilter SHADOW_FILTER_PCF9 = 4
Percentage closer filtering (9 samples) applies to the shadow map. See shadow_filter.
ShadowFilter SHADOW_FILTER_PCF13 = 5
Percentage closer filtering (13 samples) applies to the shadow map. See shadow_filter.
Property Descriptions¶
Color color = Color( 1, 1, 1, 1 )
The Light2D's Color.
bool editor_only = false
If true
, Light2D will only appear when editing the scene.
bool enabled = true
If true
, Light2D will emit light.
float energy = 1.0
The Light2D's energy value. The larger the value, the stronger the light.
Mode mode = 0
The Light2D's mode. See Mode constants for values.
Vector2 offset = Vector2( 0, 0 )
The offset of the Light2D's texture
.
float range_height = 0.0
The height of the Light2D. Used with 2D normal mapping.
int range_item_cull_mask = 1
The layer mask. Only objects with a matching mask will be affected by the Light2D.
int range_layer_max = 0
Maximum layer value of objects that are affected by the Light2D.
int range_layer_min = 0
Minimum layer value of objects that are affected by the Light2D.
int range_z_max = 1024
Maximum z
value of objects that are affected by the Light2D.
int range_z_min = -1024
Minimum z
value of objects that are affected by the Light2D.
int shadow_buffer_size = 2048
Shadow buffer size.
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 ( ShadowFilter value )
ShadowFilter get_shadow_filter ( )
Shadow filter type. See ShadowFilter for possible values.
float shadow_filter_smooth = 0.0
Smoothing value for shadows.
float shadow_gradient_length = 0.0
Smooth shadow gradient length.
int shadow_item_cull_mask = 1
The shadow mask. Used with LightOccluder2D to cast shadows. Only occluders with a matching light mask will cast shadows.
Texture texture
Texture used for the Light2D's appearance.
float texture_scale = 1.0
The texture
's scale factor.