Directional light from a distance, as from the Sun. A directional light is a type of [Light] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used do determine light direction. https://docs.godotengine.org/en/3.1/tutorials/3d/lights_and_shadows.html Amount of extra bias for shadow splits that are far away. If self shadowing occurs only on the splits far away, this value can fix them. If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. Default value:[code]false[/code]. Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange]. The maximum distance for shadow splits. The light's shadow rendering algorithm. See [enum ShadowMode]. Can be used to fix special cases of self shadowing when objects are perpendicular to the light. The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is one of the [code]SHADOW_PARALLEL_*_SPLITS[/code] constants. The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_3_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code]. The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]. Renders the entire scene's shadow map from an orthogonal point of view. May result in blockier shadows on close objects. Splits the view frustum in 2 areas, each with its own shadow map. Splits the view frustum in 4 areas, each with its own shadow map. Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution. Default value. Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges.