Class reference
SpotLight3D
Inherits Light3D
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. 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.
Properties
float light_specular = 0.5
float light_specular = 0.5float shadow_bias = 0.03
float shadow_bias = 0.03float shadow_normal_bias = 1.0
float shadow_normal_bias = 1.0float spot_angle = 45.0
float spot_angle = 45.0The 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
float spot_angle_attenuation = 1.0The spotlight's angular attenuation curve. See also spot_attenuation.
float spot_attenuation = 1.0
float spot_attenuation = 1.0Controls 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.
float spot_range = 5.0
float spot_range = 5.0The 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).