Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Represents a GLTF light.
Represents a light as defined by the
KHR_lights_punctual GLTF extension.
to_dictionary ( ) const
to_node ( ) const
Color color =
Color(1, 1, 1, 1)
The Color of the light. Defaults to white. A black color causes the light to have no effect.
float inner_cone_angle =
The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.
Within this angle, the light is at full brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. When creating a Godot SpotLight3D, the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.
float intensity =
The intensity of the light. This is expressed in candelas (lumens per steradian) for point and spot lights, and lux (lumens per m²) for directional lights. When creating a Godot light, this value is converted to a unitless multiplier.
String light_type =
float outer_cone_angle =
The outer angle of the cone in a spotlight. Must be greater than or equal to the inner angle.
At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Godot SpotLight3D, the outer cone angle is used as the angle of the spotlight.
float range =
The range of the light, beyond which the light has no effect. GLTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to 4096.