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								<?xml version="1.0" encoding="UTF-8" ?> 
							 
						 
					
						
							
								
									
										
										
										
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								<class  name= "DirectionalLight"  inherits= "Light"  category= "Core"  version= "3.2" > 
							 
						 
					
						
							
								
									
										
										
										
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									<brief_description > 
							 
						 
					
						
							
								
									
										
										
										
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										Directional light from a distance, as from the Sun.
							 
						 
					
						
							
								
									
										
										
										
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									</brief_description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<description > 
							 
						 
					
						
							
								
									
										
										
										
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										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.
							 
						 
					
						
							
								
									
										
										
										
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									</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<tutorials > 
							 
						 
					
						
							
								
									
										
										
										
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										<link > https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> 
							 
						 
					
						
							
								
									
										
										
										
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									</tutorials> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<methods > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									</methods> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<members > 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "directional_shadow_bias_split_scale"  type= "float"  setter= "set_param"  getter= "get_param"  default= "0.25" > 
							 
						 
					
						
							
								
									
										
										
										
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											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.
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "directional_shadow_blend_splits"  type= "bool"  setter= "set_blend_splits"  getter= "is_blend_splits_enabled"  default= "false" > 
							 
						 
					
						
							
								
									
										
										
										
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											If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits.
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "directional_shadow_depth_range"  type= "int"  setter= "set_shadow_depth_range"  getter= "get_shadow_depth_range"  enum= "DirectionalLight.ShadowDepthRange"  default= "0" > 
							 
						 
					
						
							
								
									
										
										
										
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											Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange].
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "directional_shadow_max_distance"  type= "float"  setter= "set_param"  getter= "get_param"  default= "100.0" > 
							 
						 
					
						
							
								
									
										
										
										
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											The maximum distance for shadow splits.
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "directional_shadow_mode"  type= "int"  setter= "set_shadow_mode"  getter= "get_shadow_mode"  enum= "DirectionalLight.ShadowMode"  default= "2" > 
							 
						 
					
						
							
								
									
										
										
										
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											The light's shadow rendering algorithm. See [enum ShadowMode].
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "directional_shadow_normal_bias"  type= "float"  setter= "set_param"  getter= "get_param"  default= "0.8" > 
							 
						 
					
						
							
								
									
										
										
										
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											Can be used to fix special cases of self shadowing when objects are perpendicular to the light.
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "directional_shadow_split_1"  type= "float"  setter= "set_param"  getter= "get_param"  default= "0.1" > 
							 
						 
					
						
							
								
									
										
										
										
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											The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code].
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "directional_shadow_split_2"  type= "float"  setter= "set_param"  getter= "get_param"  default= "0.2" > 
							 
						 
					
						
							
								
									
										
										
										
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											The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code].
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "directional_shadow_split_3"  type= "float"  setter= "set_param"  getter= "get_param"  default= "0.5" > 
							 
						 
					
						
							
								
									
										
										
										
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											The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code].
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "shadow_bias"  type= "float"  setter= "set_param"  getter= "get_param"  override= "true"  default= "0.1"  /> 
							 
						 
					
						
							
								
									
										
										
										
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									</members> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<constants > 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "SHADOW_ORTHOGONAL"  value= "0"  enum= "ShadowMode" > 
							 
						 
					
						
							
								
									
										
										
										
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											Renders the entire scene's shadow map from an orthogonal point of view. May result in blockier shadows on close objects.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "SHADOW_PARALLEL_2_SPLITS"  value= "1"  enum= "ShadowMode" > 
							 
						 
					
						
							
								
									
										
										
										
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											Splits the view frustum in 2 areas, each with its own shadow map.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "SHADOW_PARALLEL_4_SPLITS"  value= "2"  enum= "ShadowMode" > 
							 
						 
					
						
							
								
									
										
										
										
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											Splits the view frustum in 4 areas, each with its own shadow map.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "SHADOW_DEPTH_RANGE_STABLE"  value= "0"  enum= "ShadowDepthRange" > 
							 
						 
					
						
							
								
									
										
										
										
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											Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "SHADOW_DEPTH_RANGE_OPTIMIZED"  value= "1"  enum= "ShadowDepthRange" > 
							 
						 
					
						
							
								
									
										
										
										
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											Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									</constants> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								</class>