Class reference

DirectionalLight3D

Inherits Light3D

Directional light from a distance, as from the Sun.

Description

A directional light is a type of Light3D node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. 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). The position of the node is ignored; only the basis is used to determine light direction.

Properties

bool directional_shadow_blend_splits = false

If true, shadow detail is sacrificed in exchange for smoother transitions between splits. Enabling shadow blend splitting also has a moderate performance cost. This is ignored when directional_shadow_mode is SHADOW_ORTHOGONAL.

float directional_shadow_fade_start = 0.8

Proportion of directional_shadow_max_distance at which point the shadow starts to fade. At directional_shadow_max_distance, the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the directional_shadow_max_distance is low, consider lowering directional_shadow_fade_start below 0.8 to make shadow transitions less noticeable. On the other hand, if you tuned directional_shadow_max_distance to cover the entire scene, you can set directional_shadow_fade_start to 1.0 to prevent the shadow from fading in the distance (it will suddenly cut off instead).

float directional_shadow_max_distance = 100.0

The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering).

int directional_shadow_mode = 2

The light's shadow rendering algorithm.

float directional_shadow_pancake_size = 20.0

Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to 0 turns off the pancaking effect.

int sky_mode = 0

Whether this DirectionalLight3D is visible in the sky, in the scene, or both in the sky and in the scene.

Constants

SHADOW_ORTHOGONAL = 0

Enum: ShadowMode

Renders the entire scene's shadow map from an orthogonal point of view. This is the fastest directional shadow mode. May result in blurrier shadows on close objects.

SHADOW_PARALLEL_2_SPLITS = 1

Enum: ShadowMode

Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between SHADOW_ORTHOGONAL and SHADOW_PARALLEL_4_SPLITS in terms of performance.

SHADOW_PARALLEL_4_SPLITS = 2

Enum: ShadowMode

Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.

SKY_MODE_LIGHT_AND_SKY = 0

Enum: SkyMode

Makes the light visible in both scene lighting and sky rendering.

SKY_MODE_LIGHT_ONLY = 1

Enum: SkyMode

Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders.

SKY_MODE_SKY_ONLY = 2

Enum: SkyMode

Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example).

Tutorials

Source revision 5592dc3a7a61
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