Provides a base class for different kinds of light nodes. Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. https://docs.godotengine.org/en/3.5.1/tutorials/3d/lights_and_shadows.html https://godotengine.org/asset-library/asset/678 Returns the value of the specified [enum Light.Param] parameter. Sets the value of the specified [enum Light.Param] parameter. If [code]true[/code], the light only appears in the editor and will not be visible at runtime. The light's bake mode. See [enum BakeMode]. The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy]. The light will affect objects in the selected layers. The light's strength multiplier (this is not a physical unit). For [OmniLight] and [SpotLight], changing this value will only change the light color's intensity, not the light's radius. Secondary multiplier used with indirect light (light bounces). This works on both [BakedLightmap] and [GIProbe]. If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows. The size of the light in Godot units. Only considered in baked lightmaps and only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing this value will make the shadows appear blurrier. This can be used to simulate area lights to an extent. The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed. The color of shadows cast by this light. Attempts to reduce [member shadow_bias] gap by rendering screen-space contact shadows. This has a performance impact, especially at higher values. [b]Note:[/b] Contact shadows can look broken, so leaving this property to [code]0.0[/code] is recommended. If [code]true[/code], the light will cast shadows. If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]. Constant for accessing [member light_energy]. Constant for accessing [member light_indirect_energy]. Constant for accessing [member light_size]. Constant for accessing [member light_specular]. Constant for accessing [member OmniLight.omni_range] or [member SpotLight.spot_range]. Constant for accessing [member OmniLight.omni_attenuation] or [member SpotLight.spot_attenuation]. Constant for accessing [member SpotLight.spot_angle]. Constant for accessing [member SpotLight.spot_angle_attenuation]. Constant for accessing [member shadow_contact]. Constant for accessing [member DirectionalLight.directional_shadow_max_distance]. Constant for accessing [member DirectionalLight.directional_shadow_split_1]. Constant for accessing [member DirectionalLight.directional_shadow_split_2]. Constant for accessing [member DirectionalLight.directional_shadow_split_3]. Constant for accessing [member DirectionalLight.directional_shadow_normal_bias]. Constant for accessing [member shadow_bias]. Constant for accessing [member DirectionalLight.directional_shadow_bias_split_scale]. Represents the size of the [enum Param] enum. Light is ignored when baking. [b]Note:[/b] Hiding a light does [i]not[/i] affect baking. Only indirect lighting will be baked (default). Both direct and indirect light will be baked. [b]Note:[/b] You should hide the light if you don't want it to appear twice (dynamic and baked).