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Correct documentation for Omni and Spot light distance attenuation #92716

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merged 1 commit into from
Jun 3, 2024

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@clayjohn clayjohn commented Jun 3, 2024

By default, Godot uses an attenuation of 1.0, which does not approximate a physical lighting model. Physical lighting uses an inverse squared falloff while an attenuation of 1.0 represents a inverse falloff.

@clayjohn clayjohn added bug topic:rendering documentation cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release labels Jun 3, 2024
@clayjohn clayjohn added this to the 4.3 milestone Jun 3, 2024
@clayjohn clayjohn requested a review from a team as a code owner June 3, 2024 07:40
@akien-mga akien-mga merged commit 482e45c into godotengine:master Jun 3, 2024
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Thanks!

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