reckfellENGINE

SpotLight3D

A spotlight, such as a reflector spotlight or a lantern.

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class SpotLight3DReckfellSharpInherits Light3D

A spotlight, such as a reflector spotlight or a lantern.

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.ModelFront). 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.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

SpotLight3DConstructor
# SpotLight3D
C#
public SpotLight3D();

Properties4

SpotAngleProperty
# SpotAngle
C#
public float SpotAngle { get; set; }

Spotlight cone angle in degrees. Together with SpotRange and orientation it defines coverage; not an entity Euler rotation. The example aims the light using LookAt.

SpotAngleAttenuationProperty
# SpotAngleAttenuation
C#
public float SpotAngleAttenuation { get; set; }

The spotlight's angular attenuation curve. See also SpotLight3D.SpotAttenuation.

SpotAttenuationProperty
# SpotAttenuation
C#
public float SpotAttenuation { get; set; }

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.

SpotRangeProperty
# SpotRange
C#
public float SpotRange { get; set; }

Spotlight influence distance. Geometry must also lie inside SpotAngle and permitted visual layers. More energy does not fix a spotlight aimed in the wrong direction.

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