SpotLight3D
繼承: Light3D < VisualInstance3D < Node3D < Node < Object
聚光燈,如反射器聚光燈或燈籠。
說明
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.
Light is emitted in the -Z direction of the node's global basis. For an unrotated light, this means that the light is emitted forwards, illuminating the front side of a 3D model (see Vector3.FORWARD and Vector3.MODEL_FRONT).
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.
教學
屬性
light_specular |
|
|
shadow_bias |
|
|
shadow_normal_bias |
|
|
|
||
|
||
|
||
|
屬性說明
The spotlight's angle in degrees. This is the angular radius, meaning the angle from the -Z axis, the cone's center, to the edge of the cone. The default angular radius of 45 degrees corresponds to a cone with an angular diameter of 90 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 🔗
聚光燈的角度衰減曲線。另見 spot_attenuation。
float spot_attenuation = 1.0 🔗
Controls the distance attenuation function for spotlights.
A value of 0.0 will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of 2.0 for physically accurate lights as it results in the proper inverse square attenutation.
Note: Setting attenuation to 2.0 or higher may result in distant objects receiving minimal light, even within range. For example, with a range of 4096, an object at 100 units is attenuated by a factor of 0.0001. With a default brightness of 1, the light would not be visible at that distance.
Note: Using negative or values higher than 10.0 may lead to unexpected results.
聚光燈可以達到的最大範圍。請注意,根據使用的 spot_attenuation,有效照明區域可能看起來更小。無論 spot_attenuation 為何值,光都不會到達此範圍之外的任何東西。
注意:spot_angle 不受 Node3D.scale 的影響(無論是該燈光的縮放還是其父節點的縮放)。