method
Light.soft
Light.soft(radius)
Turns on **soft shadows** for lights emitted after it. A hard shadow tests a single ray from the light centre to each pixel, so an occluder edge cuts sharply. With radius > 0 the light is treated as a small disk of that radius: each pixel samples visibility from a cross of points across the disk and averages them, so the shadow edge fades through a **penumbra** instead of a hard line. Light.soft(0) restores hard, single-sample shadows. The setting persists until changed. Deterministic (fixed-point average of integer ray tests).
Parameters
radiusthe light's apparent size in pixels; larger = wider penumbra (0 = hard)Example
program Demo {
property Torch { x: int = 0, y: int = 0 }
model Lamp { Torch }
handler Render phase Update {
Screen.clear(0)
Light.ambient(Color.rgb(24, 24, 32))
Light.clear_occluders()
Light.occlude(96, 40, 6, 40) # a pillar casting a shadow
Light.soft(5) # 5px penumbra
Light.point(60, 60, 90, Color.rgb(255, 240, 200), 1.0)
Screen.show()
}
}