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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Light2D" inherits= "Node2D" version= "4.1" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Casts light in a 2D environment.
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</brief_description>
<description >
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Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
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</description>
<tutorials >
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<link title= "2D lights and shadows" > $DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
<methods >
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<method name= "get_height" qualifiers= "const" >
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<return type= "float" />
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<description >
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Returns the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
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</description>
</method>
<method name= "set_height" >
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<return type= "void" />
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<param index= "0" name= "height" type= "float" />
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<description >
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Sets the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
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</description>
</method>
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</methods>
<members >
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<member name= "blend_mode" type= "int" setter= "set_blend_mode" getter= "get_blend_mode" enum= "Light2D.BlendMode" default= "0" >
The Light2D's blend mode. See [enum BlendMode] constants for values.
</member>
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<member name= "color" type= "Color" setter= "set_color" getter= "get_color" default= "Color(1, 1, 1, 1)" >
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The Light2D's [Color].
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</member>
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<member name= "editor_only" type= "bool" setter= "set_editor_only" getter= "is_editor_only" default= "false" >
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If [code]true[/code], Light2D will only appear when editing the scene.
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</member>
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<member name= "enabled" type= "bool" setter= "set_enabled" getter= "is_enabled" default= "true" >
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If [code]true[/code], Light2D will emit light.
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</member>
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<member name= "energy" type= "float" setter= "set_energy" getter= "get_energy" default= "1.0" >
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The Light2D's energy value. The larger the value, the stronger the light.
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</member>
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<member name= "range_item_cull_mask" type= "int" setter= "set_item_cull_mask" getter= "get_item_cull_mask" default= "1" >
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The layer mask. Only objects with a matching [member CanvasItem.light_mask] will be affected by the Light2D. See also [member shadow_item_cull_mask], which affects which objects can cast shadows.
[b]Note:[/b] [member range_item_cull_mask] is ignored by [DirectionalLight2D], which will always light a 2D node regardless of the 2D node's [member CanvasItem.light_mask].
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</member>
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<member name= "range_layer_max" type= "int" setter= "set_layer_range_max" getter= "get_layer_range_max" default= "0" >
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Maximum layer value of objects that are affected by the Light2D.
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</member>
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<member name= "range_layer_min" type= "int" setter= "set_layer_range_min" getter= "get_layer_range_min" default= "0" >
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Minimum layer value of objects that are affected by the Light2D.
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</member>
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<member name= "range_z_max" type= "int" setter= "set_z_range_max" getter= "get_z_range_max" default= "1024" >
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Maximum [code]z[/code] value of objects that are affected by the Light2D.
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</member>
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<member name= "range_z_min" type= "int" setter= "set_z_range_min" getter= "get_z_range_min" default= "-1024" >
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Minimum [code]z[/code] value of objects that are affected by the Light2D.
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</member>
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<member name= "shadow_color" type= "Color" setter= "set_shadow_color" getter= "get_shadow_color" default= "Color(0, 0, 0, 0)" >
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[Color] of shadows cast by the Light2D.
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</member>
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<member name= "shadow_enabled" type= "bool" setter= "set_shadow_enabled" getter= "is_shadow_enabled" default= "false" >
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If [code]true[/code], the Light2D will cast shadows.
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</member>
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<member name= "shadow_filter" type= "int" setter= "set_shadow_filter" getter= "get_shadow_filter" enum= "Light2D.ShadowFilter" default= "0" >
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Shadow filter type. See [enum ShadowFilter] for possible values.
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</member>
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<member name= "shadow_filter_smooth" type= "float" setter= "set_shadow_smooth" getter= "get_shadow_smooth" default= "0.0" >
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Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13].
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</member>
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<member name= "shadow_item_cull_mask" type= "int" setter= "set_item_shadow_cull_mask" getter= "get_item_shadow_cull_mask" default= "1" >
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The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching [member CanvasItem.light_mask] will cast shadows. See also [member range_item_cull_mask], which affects which objects can [i]receive[/i] the light.
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</member>
</members>
<constants >
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<constant name= "SHADOW_FILTER_NONE" value= "0" enum= "ShadowFilter" >
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No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See [member shadow_filter].
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</constant>
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<constant name= "SHADOW_FILTER_PCF5" value= "1" enum= "ShadowFilter" >
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Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See [member shadow_filter].
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</constant>
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<constant name= "SHADOW_FILTER_PCF13" value= "2" enum= "ShadowFilter" >
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Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See [member shadow_filter].
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</constant>
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<constant name= "BLEND_MODE_ADD" value= "0" enum= "BlendMode" >
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
</constant>
<constant name= "BLEND_MODE_SUB" value= "1" enum= "BlendMode" >
Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
</constant>
<constant name= "BLEND_MODE_MIX" value= "2" enum= "BlendMode" >
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
</constant>
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</constants>
</class>