Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Occludes light cast by a Light2D, casting shadows.
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an OccluderPolygon2D in order for the shadow to be computed.
The OccluderPolygon2D used to compute the shadow.
int occluder_light_mask =
The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
bool sdf_collision =
If enabled, the occluder will be part of a real-time generated signed distance field that can be used in custom shaders.