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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-08-30 14:37:45 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-08-30 14:53:03 +0200
commit2c507cd426f01d9db78e162866de5a5b1551eec5 (patch)
tree04596ea5c38ab3f495a2337c3c380d4cf0838a72 /doc/classes
parent503244d452a8603e05b72e7e018fdc2f9a8bedf2 (diff)
downloadredot-engine-2c507cd426f01d9db78e162866de5a5b1551eec5.tar.gz
Use the Light3D Indirect Energy property in SDFGI
The Indirect Energy property was previously ignored in SDFGI (unlike VoxelGI).
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/Light3D.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index cd2f4eca18..52359b0ede 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -47,7 +47,8 @@
The light's strength multiplier (this is not a physical unit). For [OmniLight3D] and [SpotLight3D], changing this value will only change the light color's intensity, not the light's radius.
</member>
<member name="light_indirect_energy" type="float" setter="set_param" getter="get_param" default="1.0">
- Secondary multiplier used with indirect light (light bounces). Used with [VoxelGI].
+ Secondary multiplier used with indirect light (light bounces). Used with [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]).
+ [b]Note:[/b] This property is ignored if [member light_energy] is equal to [code]0.0[/code], as the light won't be present at all in the GI shader.
</member>
<member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false">
If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.