Amount of extra bias for shadow splits that are far away. If self-shadowing occurs only on the splits far away, increasing this value can fix them.
If true, shadow detail is sacrificed in exchange for smoother transitions between splits.
Optimizes shadow rendering for detail versus movement. See shadowdepthrange.
The maximum distance for shadow splits.
The light's shadow rendering algorithm. See 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 directionalShadowMaxDistance. Only used when directionalShadowMode is SHADOW_PARALLEL_2_SPLITS or SHADOW_PARALLEL_4_SPLITS.
The distance from shadow split 1 to split 2. Relative to directionalShadowMaxDistance. Only used when directionalShadowMode is SHADOW_PARALLEL_2_SPLITS or SHADOW_PARALLEL_4_SPLITS.
The distance from shadow split 2 to split 3. Relative to directionalShadowMaxDistance. Only used when directionalShadowMode is SHADOW_PARALLEL_4_SPLITS.
Construct a new instance of DirectionalLight. Note: use memnew!DirectionalLight instead.
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 to determine light direction.