<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpotLight3D" inherits="Light3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A spotlight, such as a reflector spotlight or a lantern.
	</brief_description>
	<description>
		A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D].
		Light is emitted in the -Z direction of the node's global basis. For an unrotated light, this means that the light is emitted forwards, illuminating the front side of a 3D model (see [constant Vector3.FORWARD] and [constant Vector3.MODEL_FRONT]).
		[b]Note:[/b] When using the Mobile rendering method, only 8 spot lights can be displayed on each mesh resource. Attempting to display more than 8 spot lights on a single mesh resource will result in spot lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 spot lights can be displayed on each mesh resource by default, but this can be increased by adjusting [member ProjectSettings.rendering/limits/opengl/max_lights_per_object].
		[b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
	</description>
	<tutorials>
		<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
		<link title="Faking global illumination">$DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html</link>
		<link title="Third Person Shooter (TPS) Demo">https://godotengine.org/asset-library/asset/2710</link>
	</tutorials>
	<members>
		<member name="light_specular" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.5" />
		<member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.03" />
		<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" />
		<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
			The spotlight's angle in degrees. This is the angular radius, meaning the angle from the -Z axis, the cone's center, to the edge of the cone. The default angular radius of 45 degrees corresponds to a cone with an angular diameter of 90 degrees.
			[b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
		</member>
		<member name="spot_angle_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
			The spotlight's [i]angular[/i] attenuation curve. See also [member spot_attenuation].
		</member>
		<member name="spot_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
			Controls the distance attenuation function for spotlights.
			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.
			[b]Note:[/b] Setting attenuation to [code]2.0[/code] or higher may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units is attenuated by a factor of [code]0.0001[/code]. With a default brightness of [code]1[/code], the light would not be visible at that distance.
			[b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead to unexpected results.
		</member>
		<member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0">
			The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range.
			[b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
		</member>
	</members>
</class>
