Directional light from a distance, as from the Sun.
- SHADOW_ORTHOGONAL = 0 --- Renders the entire scene's shadow map from an orthogonal point of view. May result in blockier shadows on close objects.
- SHADOW_PARALLEL_2_SPLITS = 1 --- Splits the view frustum in 2 areas, each with its own shadow map.
- SHADOW_PARALLEL_4_SPLITS = 2 --- Splits the view frustum in 4 areas, each with its own shadow map.
- SHADOW_DEPTH_RANGE_STABLE = 0 --- Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution. Default value.
- SHADOW_DEPTH_RANGE_OPTIMIZED = 1 --- Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges.
A directional light is a type of Light node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used do determine light direction.
- float directional_shadow_bias_split_scale
Amount of extra bias for shadow splits that are far away. If self shadowing occurs only on the splits far away, this value can fix them.
- bool directional_shadow_blend_splits
true, shadow detail is sacrificed in exchange for smoother transitions between splits. Default value:
- ShadowDepthRange directional_shadow_depth_range
Optimizes shadow rendering for detail versus movement. See ShadowDepthRange.
- float directional_shadow_max_distance
The maximum distance for shadow splits.
- ShadowMode directional_shadow_mode
The light's shadow rendering algorithm. See ShadowMode.
- float directional_shadow_normal_bias
Can be used to fix special cases of self shadowing when objects are perpendicular to the light.
- float directional_shadow_split_1
- float directional_shadow_split_2
- float directional_shadow_split_3