godot/doc/classes/LightOccluder2D.xml

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