Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

LightOccluder2D

Inherits: Node2D < CanvasItem < Node < Object

Occludes light cast by a Light2D, casting shadows.

Description

Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an OccluderPolygon2D in order for the shadow to be computed.

Tutorials

Properties

OccluderPolygon2D

occluder

int

occluder_light_mask

1

bool

sdf_collision

true


Property Descriptions

OccluderPolygon2D occluder 🔗

The OccluderPolygon2D used to compute the shadow.


int occluder_light_mask = 1 🔗

  • void set_occluder_light_mask(value: int)

  • int get_occluder_light_mask()

The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).


bool sdf_collision = true 🔗

  • void set_as_sdf_collision(value: bool)

  • bool is_set_as_sdf_collision()

If enabled, the occluder will be part of a real-time generated signed distance field that can be used in custom shaders.