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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-07-04 22:17:16 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-07-04 22:17:16 +0200
commitfa799ec2c680db68d3d6b0dcfdb7c40b5f41240d (patch)
treedb3931002bd17cba877d29f25f13847a196de018 /doc/classes/Light3D.xml
parent344b42703bab951dbc8c0e7763740ac6b3dfad79 (diff)
downloadredot-engine-fa799ec2c680db68d3d6b0dcfdb7c40b5f41240d.tar.gz
Document changing the Decal and Light3D projector texture filter modes
Diffstat (limited to 'doc/classes/Light3D.xml')
-rw-r--r--doc/classes/Light3D.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 4d8fd63257..0ebd83c882 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -73,6 +73,7 @@
</member>
<member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector">
[Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
</member>
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent.