OmniLight3D
Omnidirectional light, such as a light bulb or a candle.
Omnidirectional light, such as a light bulb or a candle.
An Omnidirectional light is a type of Light3D that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
Note: When using the Mobile rendering method, only 8 omni lights can be displayed on each mesh resource. Attempting to display more than 8 omni lights on a single mesh resource will result in omni lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 omni 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, omni 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.ExtraCullMargin must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
OmniLight3DConstructor
public OmniLight3D();Properties3
OmniAttenuationProperty
public float OmniAttenuation { get; set; }Controls the distance attenuation function for omnilights.
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.
OmniRangeProperty
public float OmniRange { get; set; }Point-light influence range in world units, subject to its transform. A larger range covers more space; LightEnergy does not expand it automatically. Range 0.2 excludes surfaces lit at 8 in the example.
OmniShadowModeProperty
public OmniLight3D.ShadowMode OmniShadowMode { get; set; }Methods2
GetShadowModeOmniLight3D.ShadowMode
public OmniLight3D.ShadowMode GetShadowMode();OmniLight3D.ShadowModeSetShadowModevoid
public void SetShadowMode(OmniLight3D.ShadowMode mode);| Name | Type | Default |
|---|---|---|
mode | OmniLight3D.ShadowMode | — |
OmniLight3D.ShadowMode
| Value | Description |
|---|---|
Cube = 1 | Shadows are rendered to a cubemap. Slower than |
DualParaboloid = 0 | Shadows are rendered to a dual-paraboloid texture. Faster than |