Omnidirectional light, such as a light bulb or a candle.
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.
[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.
https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
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.
See [enum ShadowDetail].
See [enum ShadowMode].
Shadows are rendered to a dual-paraboloid texture. Faster than [constant SHADOW_CUBE], but lower-quality.
Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
Use more detail vertically when computing the shadow.
Use more detail horizontally when computing the shadow.