Document DirectionalLight2D not supporting cull masks
This commit is contained in:
@ -41,7 +41,8 @@
|
||||
The Light2D's energy value. The larger the value, the stronger the light.
|
||||
</member>
|
||||
<member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1">
|
||||
The layer mask. Only objects with a matching mask will be affected by the Light2D.
|
||||
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].
|
||||
</member>
|
||||
<member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max" default="0">
|
||||
Maximum layer value of objects that are affected by the Light2D.
|
||||
@ -68,7 +69,7 @@
|
||||
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].
|
||||
</member>
|
||||
<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
|
||||
The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
|
||||
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.
|
||||
</member>
|
||||
</members>
|
||||
<constants>
|
||||
|
||||
Reference in New Issue
Block a user