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.
  • int 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.
  • int 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.

Numeric Constants

  • 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.
  • 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.