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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "OmniLight" inherits= "Light" version= "3.2" >
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<brief_description >
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Omnidirectional light, such as a light bulb or a candle.
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</brief_description>
<description >
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An Omnidirectional light is a type of [Light] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
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[b]Note:[/b] Due to current rendering engine limitations, only 8 OmniLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 8 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
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</tutorials>
<methods >
</methods>
<members >
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<member name= "omni_attenuation" type= "float" setter= "set_param" getter= "get_param" default= "1.0" >
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The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
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</member>
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<member name= "omni_range" type= "float" setter= "set_param" getter= "get_param" default= "5.0" >
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The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius.
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</member>
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<member name= "omni_shadow_detail" type= "int" setter= "set_shadow_detail" getter= "get_shadow_detail" enum= "OmniLight.ShadowDetail" default= "1" >
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See [enum ShadowDetail].
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</member>
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<member name= "omni_shadow_mode" type= "int" setter= "set_shadow_mode" getter= "get_shadow_mode" enum= "OmniLight.ShadowMode" default= "1" >
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See [enum ShadowMode].
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</member>
</members>
<constants >
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<constant name= "SHADOW_DUAL_PARABOLOID" value= "0" enum= "ShadowMode" >
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Shadows are rendered to a dual-paraboloid texture. Faster than [constant SHADOW_CUBE], but lower-quality.
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</constant>
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<constant name= "SHADOW_CUBE" value= "1" enum= "ShadowMode" >
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Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
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</constant>
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<constant name= "SHADOW_DETAIL_VERTICAL" value= "0" enum= "ShadowDetail" >
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Use more detail vertically when computing the shadow.
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</constant>
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<constant name= "SHADOW_DETAIL_HORIZONTAL" value= "1" enum= "ShadowDetail" >
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Use more detail horizontally when computing the shadow.
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</constant>
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</constants>
</class>