diff --git a/tutorials/3d/lights_and_shadows.rst b/tutorials/3d/lights_and_shadows.rst index 2605b0d15cf..e3237abf6f0 100644 --- a/tutorials/3d/lights_and_shadows.rst +++ b/tutorials/3d/lights_and_shadows.rst @@ -378,15 +378,28 @@ Area light Sometimes, you want lighting to come from a large area instead of a single point. Area lights are useful for simulating soft, diffuse lighting, such as -light coming from a window or a lit billboard. This type of light is expensive -to render in real-time, so it should be used sparingly, especially when shadows -are enabled. +light coming from a window or a lit billboard. Godot provides the :ref:`class_AreaLight3D` node for this purpose, which emits light from a rectangular area. The node only emits light and has no other visual representation in the scene. The screenshots below use a :ref:`class_Sprite3D` node as a child of the area light for visualization purposes. +.. warning:: + + This type of light is the most expensive to render in real-time. It should + be used sparingly, especially when shadows are enabled. + Consider using them only for cinematics or when targeting high-end devices. + + In Forward+, as soon as one area light is visible in the view frustum, it + incurs an additional performance cost on **all** rendered objects in the + scene, even those that are not reached by an area light. This tradeoff + allows for a greater number of area lights to be rendered (clustered + lighting). + + In Mobile and Compatibility, only objects that are reached by an area light + incur an additional performance cost. + Area lights can also cast shadows, with variable penumbra simulated using :ref:`PCSS ` by default. The size of this penumbra can be controlled with the Light3D **Size** property. This