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			23 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			23 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="LightOccluder2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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| 	<brief_description>
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| 		Occludes light cast by a Light2D, casting shadows.
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| 	</brief_description>
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| 	<description>
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| 		Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
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| 	</description>
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| 	<tutorials>
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| 		<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
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| 	</tutorials>
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| 	<members>
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| 		<member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon">
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| 			The [OccluderPolygon2D] used to compute the shadow.
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| 		</member>
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| 		<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
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| 			The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
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| 		</member>
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| 		<member name="sdf_collision" type="bool" setter="set_as_sdf_collision" getter="is_set_as_sdf_collision" default="true">
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| 			If enabled, the occluder will be part of a real-time generated signed distance field that can be used in custom shaders.
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| 		</member>
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| 	</members>
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| </class>
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