<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpotLight" inherits="Light" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A spotlight, such as a reflector spotlight or a lantern.
	</brief_description>
	<description>
		A Spotlight is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light].
		[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times.
	</description>
	<tutorials>
		<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
	</tutorials>
	<methods>
	</methods>
	<members>
		<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
			The spotlight's angle in degrees.
			[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] (the light's scale or its parent's scale).
		</member>
		<member name="spot_angle_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
			The spotlight's angular attenuation curve.
		</member>
		<member name="spot_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
			The spotlight's light energy attenuation curve.
		</member>
		<member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0">
			The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range.
			[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] (the light's scale or its parent's scale).
		</member>
	</members>
	<constants>
	</constants>
</class>
