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Updated tutorial_lighting (markdown)
@@ -34,4 +34,19 @@ This is the most common type of light and represents the sun. It is also the che
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Basically what faces the light is lit, what doesn't is dark. Most lights have specific parameters but directional lights are pretty simple in nature so they don't.
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Basically what faces the light is lit, what doesn't is dark. Most lights have specific parameters but directional lights are pretty simple in nature so they don't.
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### Omni Light
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Omni light is a point that throws light all around it up to a given radius (distance) that can be controlled by the user. The light attenuates with the distance and reaches 0 at the edge. It represents lamps or any other light source that comes from a point.
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<p align="center"><img src="images/light_omni.png"></p>
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The attenuation curve for these kind of lights in nature is computed with an inverse-quadratic function that never reaches zero and has almost infinitely large values near the emissor.
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This makes them considerably inconvenient to tweak for artists, so Godot simulates them with an artist-controlled exponential curve instead.
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<p align="center"><img src="images/light_attenuation.png"></p>
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### Spot Light
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Spot lights are similar to Omni lights, except they only operate between a given angle (or "cutoff"). They are useful to simulate flashlights, car lights, etc. This kind of light is also attenuated towards the opposite direction it points to.
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<p align="center"><img src="images/light_spot.png"></p>
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