OmniLight
Omnidirectional light, such as a light bulb or a candle.
An Omnidirectional light is a type of 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: By default, only 32 OmniLights may affect a single mesh resource at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase ProjectSettings.rendering/limits/rendering/max_lights_per_object at the cost of shader compilation times.
enum ShadowMode:
SHADOW_CUBE = 1 —- Shadows are rendered to a cubemap. Slower than , but higher-quality. Only supported on GPUs that feature support for depth cubemaps.
enum ShadowDetail:
SHADOW_DETAIL_VERTICAL = 0 —- Use more detail vertically when computing the shadow.
- omni_attenuation
The light’s attenuation (drop-off) curve. A number of presets are available in the Inspector by right-clicking the curve.
- float omni_range
The light’s radius. Note that the effectively lit area may appear to be smaller depending on the in use. No matter the omni_attenuation in use, the light will never reach anything outside this radius.
- omni_shadow_detail
See ShadowDetail.
- omni_shadow_mode
The shadow rendering mode to use for this OmniLight
. See ShadowMode.
Note: In GLES2, is only supported on GPUs that feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 series don’t support cubemap shadows and will fall back to dual paraboloid shadows as a result.