Merge pull request #83917 from Calinou/directionallight3d-add-specular
Implement per-light Specular property in DirectionalLight3D
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d701bc0032
7 changed files with 9 additions and 6 deletions
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@ -98,7 +98,7 @@
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[b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
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[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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</member>
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<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
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<member name="light_specular" type="float" setter="set_param" getter="get_param" default="1.0">
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The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
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</member>
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<member name="light_temperature" type="float" setter="set_temperature" getter="get_temperature">
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@ -13,6 +13,7 @@
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<link title="Faking global illumination">$DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html</link>
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</tutorials>
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<members>
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<member name="light_specular" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.5" />
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<member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
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Controls the distance attenuation function for omnilights.
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A value of [code]0.0[/code] 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 [code]2.0[/code] for physically accurate lights as it results in the proper inverse square attenutation.
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@ -14,6 +14,7 @@
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<link title="Third Person Shooter (TPS) Demo">https://godotengine.org/asset-library/asset/2710</link>
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</tutorials>
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<members>
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<member name="light_specular" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.5" />
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<member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.03" />
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<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" />
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<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
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