diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 249f4fdc3..c2a0c1810 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -137,6 +137,9 @@
The [VertexLights2DServer] singleton.
+
+ The [VertexLights3DServer] singleton.
+
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 7e48abda4..efc3675c7 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2122,6 +2122,9 @@
+ The default internal quadrant size of the [VertexLights2DServer] singleton.
+
+
Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels).
diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml
index 7740984cd..0c497dd22 100644
--- a/doc/classes/World3D.xml
+++ b/doc/classes/World3D.xml
@@ -30,6 +30,9 @@
The World's physics space.
+
+ The [RID] of this world's vertex light 3d space resource. Used by the [VertexLights3DServer] for static 3D lights. If the vertex lights 3d module is not enabled this will just return an empty RID.
+
diff --git a/modules/vertex_lights_3d/doc_classes/VertexLight3D.xml b/modules/vertex_lights_3d/doc_classes/VertexLight3D.xml
index 4514069dc..eb41e2a84 100644
--- a/modules/vertex_lights_3d/doc_classes/VertexLight3D.xml
+++ b/modules/vertex_lights_3d/doc_classes/VertexLight3D.xml
@@ -1,10 +1,10 @@
-
+
- A [Node3D] that manages a light in [VertexLights3DServer].
+ A [Spatial] that manages a light in [VertexLights3DServer].
- A [Node3D] that manages a light in [VertexLights3DServer].
+ A [Spatial] that manages a light in [VertexLights3DServer].
@@ -23,18 +23,12 @@
The light's item cull mask.
-
- The light's layer range.
-
The light's mode.
-
+
The light's range.
-
- The light's z range.
-
diff --git a/modules/vertex_lights_3d/doc_classes/VertexLight3DEnvironment.xml b/modules/vertex_lights_3d/doc_classes/VertexLight3DEnvironment.xml
index 3db352c3b..2de0ebdaf 100644
--- a/modules/vertex_lights_3d/doc_classes/VertexLight3DEnvironment.xml
+++ b/modules/vertex_lights_3d/doc_classes/VertexLight3DEnvironment.xml
@@ -1,10 +1,10 @@
-
+
- A [Node3D] that manages a map's base color in [VertexLights3DServer].
+ A [Spatial] that manages a map's base color in [VertexLights3DServer].
- A [Node3D] that manages a map's base color in [VertexLights3DServer].
+ A [Spatial] that manages a map's base color in [VertexLights3DServer].
diff --git a/modules/vertex_lights_3d/doc_classes/VertexLights3DServer.xml b/modules/vertex_lights_3d/doc_classes/VertexLights3DServer.xml
index 0c6dc6812..c5cf5c3a3 100644
--- a/modules/vertex_lights_3d/doc_classes/VertexLights3DServer.xml
+++ b/modules/vertex_lights_3d/doc_classes/VertexLights3DServer.xml
@@ -1,14 +1,14 @@
- A server that provides a way to store static lights that can be used to bake lighting information into mesh vertex data, or [CanvasItem]'s color modulation.
+ A server that provides a way to store static lights that can be used to bake lighting information into mesh vertex data, or [SpatialMaterial]'s albedo modulation.
- A server that provides a way to store static lights that can be used to bake lighting information into mesh vertex data, or [CanvasItem]'s color modulation.
+ A server that provides a way to store static lights that can be used to bake lighting information into mesh vertex data, or [SpatialMaterial]'s albedo modulation.
With this class extremely complex light information can be stored and used with no additional cost on the GPU side.
- After adding lights, you can use [member sample_light] to sample lighting at a specified point in the map's space, then use the resulting [Color] to either further modifty the modulate property of [CanvasItem]s, or you can render meshes using this color in you custom _draw methods.
+ After adding lights, you can use [member sample_light] to sample lighting at a specified point in the map's space, then use the resulting [Color] to either further modifty the albedo color in your shader, or you can bake vertex colors of your meshes.
The drawback of this method is that it's more expensive change lights.
- Note that you can use the normal 3D lighting system on top of this if you need dynamic lights (like [Light3D]). That system is better suited for that purpose.
+ Note that you can use the normal 3D lighting system on top of this if you need dynamic lights (like [OmniLight]). That system is better suited for that purpose.
Currently this class stores lights inside quadrants. Their optimal size should be a bit more than the radius of the biggest light you want to have.
@@ -28,7 +28,7 @@
-
+
Get the default internal quadrant size.
@@ -67,13 +67,6 @@
Get a light's item cull mask property.
-
-
-
-
- Get a light's layer range property.
-
-
@@ -89,26 +82,19 @@
-
+
Get a light's position.
-
+
Get a light's range.
-
-
-
-
- Get a light's z range property.
-
-
@@ -141,14 +127,6 @@
Set a light's item cull mask property.
-
-
-
-
-
- Set a light's layer range property.
-
-
@@ -168,7 +146,7 @@
-
+
Set a light's position.
@@ -176,19 +154,11 @@
-
+
Set a light's range.
-
-
-
-
-
- Set a light's z range property.
-
-
@@ -217,7 +187,7 @@
-
+
Returns a map's quadrant size.
@@ -234,27 +204,33 @@
-
+
- Sets a map's quadrant size.
-
+
+
+
+
+ Sample the lighing information at a specific position with the specified normal.
+
+
+
+
+
+
-
-
Sample the lighing information at a specific position.
-
+
- Set the default internal quadrant size.