Base node for geometry-based visual instances. Base node for geometry-based visual instances. Shares some common functionality like visibility and custom materials. Overrides the bounding box of this node with a custom one. To remove it, set an [AABB] with all fields set to zero. The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values. The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box. The texel density to use for lightmapping in [LightmapGI]. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes. The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic). [b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode]. The material overlay for the whole geometry. If a material is assigned to this property, it will be rendered on top of any other active material for all the surfaces. The material override for the whole geometry. If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh. Transparency applied to the whole geometry. In spatial shaders, transparency is set as the default value of the [code]ALPHA[/code] built-in. Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check. Margin for the [member visibility_range_begin] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_begin] threshold by this amount. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable. Distance from which the GeometryInstance3D will be hidden, taking [member visibility_range_end_margin] into account as well. The default value of 0 is used to disable the range check. Margin for the [member visibility_range_end] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_end] threshold by this amount. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable. Controls which instances will be faded when approaching the limits of the visibility range. See [enum VisibilityRangeFadeMode] for possible values. Will not cast any shadows. Use this to improve performance for small geometry that is unlikely to cast noticeable shadows (such as debris). Will cast shadows from all visible faces in the GeometryInstance3D. Will take culling into account, so faces not being rendered will not be taken into account when shadow casting. Will cast shadows from all visible faces in the GeometryInstance3D. Will not take culling into account, so all faces will be taken into account when shadow casting. Will only show the shadows casted from this object. In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be. Disabled global illumination mode. Use for dynamic objects that do not contribute to global illumination (such as characters). When using [VoxelGI] and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections but the geometry will not be considered in GI baking. When using [LightmapGI], the object will receive indirect lighting using lightmap probes instead of using the baked lightmap texture. Baked global illumination mode. Use for static objects that contribute to global illumination (such as level geometry). This GI mode is effective when using [VoxelGI], SDFGI and [LightmapGI]. Dynamic global illumination mode. Use for dynamic objects that contribute to global illumination. This GI mode is only effective when using [VoxelGI], but it has a higher performance impact than [constant GI_MODE_STATIC]. When using other GI methods, this will act the same as [constant GI_MODE_DISABLED]. The standard texel density for lightmapping with [LightmapGI]. Multiplies texel density by 2× for lightmapping with [LightmapGI]. To ensure consistency in texel density, use this when scaling a mesh by a factor between 1.5 and 3.0. Multiplies texel density by 4× for lightmapping with [LightmapGI]. To ensure consistency in texel density, use this when scaling a mesh by a factor between 3.0 and 6.0. Multiplies texel density by 8× for lightmapping with [LightmapGI]. To ensure consistency in texel density, use this when scaling a mesh by a factor greater than 6.0. Represents the size of the [enum LightmapScale] enum. Will not fade itself nor its visibility dependencies, hysteresis will be used instead. This is the fastest approach to manual LOD, but it can result in noticeable LOD transitions depending on how the LOD meshes are authored. See [member visibility_range_begin] and [member Node3D.visibility_parent] for more information. Will fade-out itself when reaching the limits of its own visibility range. This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can provide smoother transitions. The fading range is determined by [member visibility_range_begin_margin] and [member visibility_range_end_margin]. Will fade-in its visibility dependencies (see [member Node3D.visibility_parent]) when reaching the limits of its own visibility range. This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can provide smoother transitions. The fading range is determined by [member visibility_range_begin_margin] and [member visibility_range_end_margin].