Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Light2D

Inherits: Node2D < CanvasItem < Node < Object

Inherited By: DirectionalLight2D, PointLight2D

Casts light in a 2D environment.

Description

Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).

Tutorials

Properties

BlendMode

blend_mode

0

Color

color

Color(1, 1, 1, 1)

bool

editor_only

false

bool

enabled

true

float

energy

1.0

int

range_item_cull_mask

1

int

range_layer_max

0

int

range_layer_min

0

int

range_z_max

1024

int

range_z_min

-1024

Color

shadow_color

Color(0, 0, 0, 0)

bool

shadow_enabled

false

ShadowFilter

shadow_filter

0

float

shadow_filter_smooth

0.0

int

shadow_item_cull_mask

1

Methods

float

get_height ( ) const

void

set_height ( float height )


Enumerations

enum ShadowFilter:

ShadowFilter SHADOW_FILTER_NONE = 0

No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See shadow_filter.

ShadowFilter SHADOW_FILTER_PCF5 = 1

Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See shadow_filter.

ShadowFilter SHADOW_FILTER_PCF13 = 2

Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See shadow_filter.


enum BlendMode:

BlendMode BLEND_MODE_ADD = 0

Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.

BlendMode BLEND_MODE_SUB = 1

Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.