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SpotLight3D¶
Inherits: Light3D < VisualInstance3D < Node3D < Node < Object
A spotlight, such as a reflector spotlight or a lantern.
Description¶
A Spotlight is a type of Light3D node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of Light3D.
Note: When using the Mobile rendering method, only 8 spot lights can be displayed on each mesh resource. Attempting to display more than 8 spot lights on a single mesh resource will result in spot lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 spot lights can be displayed on each mesh resource by default, but this can be increased by adjusting ProjectSettings.rendering/limits/opengl/max_lights_per_object.
Note: When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, GeometryInstance3D.extra_cull_margin must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
Tutorials¶
Properties¶
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Property Descriptions¶
float spot_angle = 45.0
The spotlight's angle in degrees.
Note: spot_angle is not affected by Node3D.scale (the light's scale or its parent's scale).
float spot_angle_attenuation = 1.0
The spotlight's angular attenuation curve. See also spot_attenuation.
float spot_attenuation = 1.0
Controls the distance attenuation function for spotlights.
A value of 0.0
smoothly attenuates light at the edge of the range. A value of 1.0
approaches a physical lighting model. A value of 0.5
approximates linear attenuation.
Note: Setting it to 1.0
may result in distant objects receiving minimal light, even within range. For example, with a range of 4096
, an object at 100
units receives less than 0.1
energy.
Note: Using negative or values higher than 10.0
may lead to unexpected results.
float spot_range = 5.0
The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the spot_attenuation in use. No matter the spot_attenuation in use, the light will never reach anything outside this range.
Note: spot_range is not affected by Node3D.scale (the light's scale or its parent's scale).