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 [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 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 [OmniLight]). That system is better suited for that purpose. Currently this class stores lights inside octants. Their optimal size should be a bit more than the radius of the biggest light you want to have. Flushes map changed notifications. This will get called automatically. Frees an allocated resource. Get the default internal octant size. Create a light. Get a light's attenuation property. Get a light's color property. Get a light's enabled property. Get a light's item cull mask property. Get a light's map. Get a light's mix mode. Get a light's position. Get a light's range. Set a light's attenuation property. Set a light's color property. Set a light's enabled property. Set a light's item cull mask property. Set a light's map. Set a light's mix mode. Set a light's position. Set a light's range. Clears a map of all lights. Creates a map. Returns the base color of a map. Returns all lights in a map. Returns a map's octant size. Sets the base color of a map. Sample the lighing information at a specific position with the specified normal. Sample the lighing information at a specific position. Emitted after a map changed (only once per frame). The light's color gets added to the resulting colors. The light's color gets substracted to the resulting colors. The light's color gets blended with the resulting colors.