Light2D¶
Inherits: Node2D < CanvasItem < Node < Object
Category: Core
Brief Description¶
Casts light in a 2D environment.
Member Variables¶
- Color color - The Light2D’s Color.
- bool editor_only - If
true
Light2D will only appear when editing the scene. Default value:false
. - bool enabled - If
true
Light2D will emit light. Default value:true
. - float energy - The Light2D’s energy value. The larger the value, the stronger the light.
- Mode mode - The Light2D’s mode. See MODE_* constants for values.
- Vector2 offset - The offset of the Light2D’s
texture
. - float range_height - The height of the Light2D. Used with 2D normal mapping.
- int range_item_cull_mask - The layer mask. Only objects with a matching mask will be affected by the Light2D.
- int range_layer_max - Maximum layer value of objects that are affected by the Light2D. Default value:
0
. - int range_layer_min - Minimum layer value of objects that are affected by the Light2D. Default value:
0
. - int range_z_max - Maximum
Z
value of objects that are affected by the Light2D. Default value:1024
. - int range_z_min - Minimum
z
value of objects that are affected by the Light2D. Default value:-1024
. - int shadow_buffer_size - Shadow buffer size. Default value:
2048
. - Color shadow_color - Color of shadows cast by the Light2D.
- bool shadow_enabled - If
true
the Light2D will cast shadows. Default value:false
. - ShadowFilter shadow_filter - Shadow filter type. Use SHADOW_FILTER_* constants to set
shadow_filter
. Default value:None
. - float shadow_filter_smooth - Smoothing value for shadows.
- float shadow_gradient_length - Smooth shadow gradient length.
- int shadow_item_cull_mask - The shadow mask. Used with LightOccluder2D to cast shadows. Only occluders with a matching shadow mask will cast shadows.
- Texture texture - Texture used for the Light2D’s appearance.
- float texture_scale - The
texture
’s scale factor.
Enums¶
enum Mode
- MODE_ADD = 0 — Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
- 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_MIX = 2 — Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
- 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
- SHADOW_FILTER_NONE = 0 — No filter applies to the shadow map. See shadow_filter.
- SHADOW_FILTER_PCF3 = 1 — Percentage closer filtering (3 samples) applies to the shadow map. See shadow_filter.
- SHADOW_FILTER_PCF5 = 2 — Percentage closer filtering (5 samples) applies to the shadow map. See shadow_filter.
- SHADOW_FILTER_PCF7 = 3 — Percentage closer filtering (7 samples) applies to the shadow map. See shadow_filter.
- SHADOW_FILTER_PCF9 = 4 — Percentage closer filtering (9 samples) applies to the shadow map. See shadow_filter.
- SHADOW_FILTER_PCF13 = 5 — Percentage closer filtering (13 samples) applies to the shadow map. See shadow_filter.
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 that Light2D can be used as a mask.