<?xml version="1.0" encoding="UTF-8" ?>
<class name="OmniLight3D" inherits="Light3D" api_type="core" keywords="point" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Omnidirectional light, such as a light bulb or a candle.
	</brief_description>
	<description>
		An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
		[b]Note:[/b] When using the Mobile rendering method, only 8 omni lights can be displayed on each mesh resource. Attempting to display more than 8 omni lights on a single mesh resource will result in omni lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 omni 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, omni 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">$DOCS_URL/tutorials/3d/lights_and_shadows.html#omni-light</link>
		<link title="Faking global illumination">$DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html</link>
	</tutorials>
	<members>
		<member name="light_specular" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.5" />
		<member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
			Controls the distance attenuation function for omnilights.
			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="omni_range" type="float" setter="set_param" getter="get_param" default="5.0">
			The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius.
			[b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
		</member>
		<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1">
		</member>
		<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" />
	</members>
	<constants>
		<constant name="SHADOW_DUAL_PARABOLOID" value="0" enum="ShadowMode">
			Shadows are rendered to a dual-paraboloid texture. Faster than [constant SHADOW_CUBE], but lower-quality.
		</constant>
		<constant name="SHADOW_CUBE" value="1" enum="ShadowMode">
			Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
		</constant>
	</constants>
</class>
