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.
Checking the stable version of the documentation...
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)。