Enabling and adjusting shadows
In some situations, such as in stage arts, engineers work hard to illuminate parts of a stage with lights by casting their beams from so many angles that shadows can be eliminated. That’s an extreme case. Normally, a shadow is something that occurs naturally when there is a nearby light source.
Despite this natural phenomenon, simulating shadows doesn’t automatically happen in computer simulations just because there is a light object. The GPU has to know where the light is coming from and how strong it is. So, it can create an area, starting from the base of the object the light is turned to, and stretch this area out gradually in the opposite direction to the light by blending it into the surface the object is standing on. This is approximately how shadows are calculated and simulated by computers.
In Godot Engine, a light source is responsible for its own shadow. This means the shadow settings are part of a light object, but since...