The rendering server is the API backend for everything visible. The whole scene system mounts on it to display. The rendering server is completely opaque: the internals are entirely implementation-specific and cannot be accessed.
The rendering server can be used to bypass the scene/Node system entirely. This can improve performance in cases where the scene system is the bottleneck, but won't improve performance otherwise (for instance, if the GPU is already fully utilized).
Resources are created using the *_create
functions. These functions return RIDs which are not references to the objects themselves, but opaque pointers towards these objects.
All objects are drawn to a viewport. You can use the Viewport attached to the SceneTree or you can create one yourself with viewport_create. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using viewport_set_scenario or viewport_attach_canvas.
Scenarios: In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any Node3D node with Node3D.get_world_3d. Otherwise, a scenario can be created with scenario_create.
Similarly, in 2D, a canvas is needed to draw all canvas items.
3D: In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using instance_set_base. The instance must also be attached to the scenario using instance_set_scenario in order to be visible. RenderingServer methods that don't have a prefix are usually 3D-specific (but not always).
2D: In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. 2D-specific RenderingServer methods generally start with canvas_*
.
Headless mode: Starting the engine with the --headless
command line argument disables all rendering and window management functions. Most functions from RenderingServer will return dummy values in this case.
Emitted at the end of the frame, after the RenderingServer has finished updating all the Viewports.
Emitted at the beginning of the frame, before the RenderingServer updates all the Viewports.
TEXTURE_LAYERED_2D_ARRAY = 0
Array of 2-dimensional textures (see Texture2DArray).
TEXTURE_LAYERED_CUBEMAP = 1
Cubemap texture (see Cubemap).
TEXTURE_LAYERED_CUBEMAP_ARRAY = 2
Array of cubemap textures (see CubemapArray).
CUBEMAP_LAYER_LEFT = 0
Left face of a Cubemap.
CUBEMAP_LAYER_RIGHT = 1
Right face of a Cubemap.
CUBEMAP_LAYER_BOTTOM = 2
Bottom face of a Cubemap.
CUBEMAP_LAYER_TOP = 3
Top face of a Cubemap.
CUBEMAP_LAYER_FRONT = 4
Front face of a Cubemap.
CUBEMAP_LAYER_BACK = 5
Back face of a Cubemap.
SHADER_SPATIAL = 0
Shader is a 3D shader.
SHADER_CANVAS_ITEM = 1
Shader is a 2D shader.
SHADER_PARTICLES = 2
Shader is a particle shader (can be used in both 2D and 3D).
SHADER_SKY = 3
Shader is a 3D sky shader.
SHADER_FOG = 4
Shader is a 3D fog shader.
SHADER_MAX = 5
Represents the size of the ShaderMode enum.
ARRAY_VERTEX = 0
Array is a vertex position array.
ARRAY_NORMAL = 1
Array is a normal array.
ARRAY_TANGENT = 2
Array is a tangent array.
ARRAY_COLOR = 3
Array is a vertex color array.
ARRAY_TEX_UV = 4
Array is a UV coordinates array.
ARRAY_TEX_UV2 = 5
Array is a UV coordinates array for the second set of UV coordinates.
ARRAY_CUSTOM0 = 6
Array is a custom data array for the first set of custom data.
ARRAY_CUSTOM1 = 7
Array is a custom data array for the second set of custom data.
ARRAY_CUSTOM2 = 8
Array is a custom data array for the third set of custom data.
ARRAY_CUSTOM3 = 9
Array is a custom data array for the fourth set of custom data.
ARRAY_BONES = 10
Array contains bone information.
ARRAY_WEIGHTS = 11
Array is weight information.
ARRAY_INDEX = 12
Array is an index array.
ARRAY_MAX = 13
Represents the size of the ArrayType enum.
ARRAY_CUSTOM_RGBA8_UNORM = 0
Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, unsigned floating-point in the [0.0, 1.0]
range.
ARRAY_CUSTOM_RGBA8_SNORM = 1
Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, signed floating-point in the [-1.0, 1.0]
range.
ARRAY_CUSTOM_RG_HALF = 2
Custom data array contains 16-bit-per-channel red/green color data. Values are floating-point in half precision.
ARRAY_CUSTOM_RGBA_HALF = 3
Custom data array contains 16-bit-per-channel red/green/blue/alpha color data. Values are floating-point in half precision.
ARRAY_CUSTOM_R_FLOAT = 4
Custom data array contains 32-bit-per-channel red color data. Values are floating-point in single precision.
ARRAY_CUSTOM_RG_FLOAT = 5
Custom data array contains 32-bit-per-channel red/green color data. Values are floating-point in single precision.
ARRAY_CUSTOM_RGB_FLOAT = 6
Custom data array contains 32-bit-per-channel red/green/blue color data. Values are floating-point in single precision.
ARRAY_CUSTOM_RGBA_FLOAT = 7
Custom data array contains 32-bit-per-channel red/green/blue/alpha color data. Values are floating-point in single precision.
ARRAY_CUSTOM_MAX = 8
Represents the size of the ArrayCustomFormat enum.
ARRAY_FORMAT_VERTEX = 1
Flag used to mark a vertex position array.
ARRAY_FORMAT_NORMAL = 2
Flag used to mark a normal array.
ARRAY_FORMAT_TANGENT = 4
Flag used to mark a tangent array.
ARRAY_FORMAT_COLOR = 8
Flag used to mark a vertex color array.
ARRAY_FORMAT_TEX_UV = 16
Flag used to mark a UV coordinates array.
ARRAY_FORMAT_TEX_UV2 = 32
Flag used to mark a UV coordinates array for the second UV coordinates.
ARRAY_FORMAT_CUSTOM0 = 64
Flag used to mark an array of custom per-vertex data for the first set of custom data.
ARRAY_FORMAT_CUSTOM1 = 128
Flag used to mark an array of custom per-vertex data for the second set of custom data.
ARRAY_FORMAT_CUSTOM2 = 256
Flag used to mark an array of custom per-vertex data for the third set of custom data.
ARRAY_FORMAT_CUSTOM3 = 512
Flag used to mark an array of custom per-vertex data for the fourth set of custom data.
ARRAY_FORMAT_BONES = 1024
Flag used to mark a bone information array.
ARRAY_FORMAT_WEIGHTS = 2048
Flag used to mark a weights array.
ARRAY_FORMAT_INDEX = 4096
Flag used to mark an index array.
ARRAY_FORMAT_BLEND_SHAPE_MASK = 7
There is currently no description for this enum. Please help us by contributing one!
ARRAY_FORMAT_CUSTOM_BASE = 13
There is currently no description for this enum. Please help us by contributing one!
ARRAY_FORMAT_CUSTOM_BITS = 3
There is currently no description for this enum. Please help us by contributing one!
ARRAY_FORMAT_CUSTOM0_SHIFT = 13
There is currently no description for this enum. Please help us by contributing one!
ARRAY_FORMAT_CUSTOM1_SHIFT = 16
There is currently no description for this enum. Please help us by contributing one!
ARRAY_FORMAT_CUSTOM2_SHIFT = 19
There is currently no description for this enum. Please help us by contributing one!
ARRAY_FORMAT_CUSTOM3_SHIFT = 22
There is currently no description for this enum. Please help us by contributing one!
ARRAY_FORMAT_CUSTOM_MASK = 7
There is currently no description for this enum. Please help us by contributing one!
ARRAY_COMPRESS_FLAGS_BASE = 25
There is currently no description for this enum. Please help us by contributing one!
ARRAY_FLAG_USE_2D_VERTICES = 33554432
Flag used to mark that the array contains 2D vertices.
ARRAY_FLAG_USE_DYNAMIC_UPDATE = 67108864
There is currently no description for this enum. Please help us by contributing one!
ARRAY_FLAG_USE_8_BONE_WEIGHTS = 134217728
Flag used to mark that the array uses 8 bone weights instead of 4.
ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY = 268435456
Flag used to mark that the mesh does not have a vertex array and instead will infer vertex positions in the shader using indices and other information.
ARRAY_FLAG_COMPRESS_ATTRIBUTES = 536870912
Flag used to mark that a mesh is using compressed attributes (vertices, normals, tangents, UVs). When this form of compression is enabled, vertex positions will be packed into an RGBA16UNORM attribute and scaled in the vertex shader. The normal and tangent will be packed into an RG16UNORM representing an axis, and a 16-bit float stored in the A-channel of the vertex. UVs will use 16-bit normalized floats instead of full 32-bit signed floats. When using this compression mode you must use either vertices, normals, and tangents or only vertices. You cannot use normals without tangents. Importers will automatically enable this compression if they can.
ARRAY_FLAG_FORMAT_VERSION_BASE = 35
Flag used to mark the start of the bits used to store the mesh version.
ARRAY_FLAG_FORMAT_VERSION_SHIFT = 35
Flag used to shift a mesh format int to bring the version into the lowest digits.
ARRAY_FLAG_FORMAT_VERSION_1 = 0
Flag used to record the format used by prior mesh versions before the introduction of a version.
ARRAY_FLAG_FORMAT_VERSION_2 = 34359738368
Flag used to record the second iteration of the mesh version flag. The primary difference between this and ARRAY_FLAG_FORMAT_VERSION_1 is that this version supports ARRAY_FLAG_COMPRESS_ATTRIBUTES and in this version vertex positions are de-interleaved from normals and tangents.
ARRAY_FLAG_FORMAT_CURRENT_VERSION = 34359738368
Flag used to record the current version that the engine expects. Currently this is the same as ARRAY_FLAG_FORMAT_VERSION_2.
ARRAY_FLAG_FORMAT_VERSION_MASK = 255
Flag used to isolate the bits used for mesh version after using ARRAY_FLAG_FORMAT_VERSION_SHIFT to shift them into place.
PRIMITIVE_POINTS = 0
Primitive to draw consists of points.
PRIMITIVE_LINES = 1
Primitive to draw consists of lines.
PRIMITIVE_LINE_STRIP = 2
Primitive to draw consists of a line strip from start to end.
PRIMITIVE_TRIANGLES = 3
Primitive to draw consists of triangles.
PRIMITIVE_TRIANGLE_STRIP = 4
Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
PRIMITIVE_MAX = 5
Represents the size of the PrimitiveType enum.
BLEND_SHAPE_MODE_NORMALIZED = 0
Blend shapes are normalized.
BLEND_SHAPE_MODE_RELATIVE = 1
Blend shapes are relative to base weight.
MULTIMESH_TRANSFORM_2D = 0
Use Transform2D to store MultiMesh transform.
MULTIMESH_TRANSFORM_3D = 1
Use Transform3D to store MultiMesh transform.
LIGHT_PROJECTOR_FILTER_NEAREST = 0
Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
LIGHT_PROJECTOR_FILTER_LINEAR = 1
Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS = 2
Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS = 3
Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC = 4
Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC = 5
Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
LIGHT_DIRECTIONAL = 0
Directional (sun/moon) light (see DirectionalLight3D).
LIGHT_OMNI = 1
Omni light (see OmniLight3D).
LIGHT_SPOT = 2
Spot light (see SpotLight3D).
LIGHT_PARAM_ENERGY = 0
The light's energy multiplier.
LIGHT_PARAM_INDIRECT_ENERGY = 1
The light's indirect energy multiplier (final indirect energy is LIGHT_PARAM_ENERGY * LIGHT_PARAM_INDIRECT_ENERGY).
LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY = 2
The light's volumetric fog energy multiplier (final volumetric fog energy is LIGHT_PARAM_ENERGY * LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY).
LIGHT_PARAM_SPECULAR = 3
The light's influence on specularity.
LIGHT_PARAM_RANGE = 4
The light's range.
LIGHT_PARAM_SIZE = 5
The size of the light when using spot light or omni light. The angular size of the light when using directional light.
LIGHT_PARAM_ATTENUATION = 6
The light's attenuation.
LIGHT_PARAM_SPOT_ANGLE = 7
The spotlight's angle.
LIGHT_PARAM_SPOT_ATTENUATION = 8
The spotlight's attenuation.
LIGHT_PARAM_SHADOW_MAX_DISTANCE = 9
The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering).
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET = 10
Proportion of shadow atlas occupied by the first split.
LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET = 11
Proportion of shadow atlas occupied by the second split.
LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET = 12
Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.
LIGHT_PARAM_SHADOW_FADE_START = 13
Proportion of shadow max distance where the shadow will start to fade out.
LIGHT_PARAM_SHADOW_NORMAL_BIAS = 14
Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
LIGHT_PARAM_SHADOW_BIAS = 15
Bias the shadow lookup to fix self-shadowing artifacts.
LIGHT_PARAM_SHADOW_PANCAKE_SIZE = 16
Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to 0
turns off the pancaking effect.
LIGHT_PARAM_SHADOW_OPACITY = 17
The light's shadow opacity. Values lower than 1.0
make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
LIGHT_PARAM_SHADOW_BLUR = 18
Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
LIGHT_PARAM_TRANSMITTANCE_BIAS = 19
There is currently no description for this enum. Please help us by contributing one!
LIGHT_PARAM_INTENSITY = 20
Constant representing the intensity of the light, measured in Lumens when dealing with a SpotLight3D or OmniLight3D, or measured in Lux with a DirectionalLight3D. Only used when ProjectSettings.rendering/lights_and_shadows/use_physical_light_units is true
.
LIGHT_PARAM_MAX = 21
Represents the size of the LightParam enum.
LIGHT_BAKE_DISABLED = 0
Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
LIGHT_BAKE_STATIC = 1
Light is taken into account in static baking (VoxelGI, LightmapGI, SDFGI (Environment.sdfgi_enabled)). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
LIGHT_BAKE_DYNAMIC = 2
Light is taken into account in dynamic baking (VoxelGI and SDFGI (Environment.sdfgi_enabled) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to LIGHT_BAKE_STATIC. This has a greater performance cost compared to LIGHT_BAKE_STATIC. When using SDFGI, the update speed of dynamic lights is affected by ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights.
LIGHT_OMNI_SHADOW_DUAL_PARABOLOID = 0
Use a dual paraboloid shadow map for omni lights.
LIGHT_OMNI_SHADOW_CUBE = 1
Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid.
LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL = 0
Use orthogonal shadow projection for directional light.
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS = 1
Use 2 splits for shadow projection when using directional light.
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS = 2
Use 4 splits for shadow projection when using directional light.
LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY = 0
Use DirectionalLight3D in both sky rendering and scene lighting.
LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY = 1
Only use DirectionalLight3D in scene lighting.
LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY = 2
Only use DirectionalLight3D in sky rendering.
SHADOW_QUALITY_HARD = 0
Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the Light3D.shadow_blur property is ignored if Light3D.light_size and Light3D.light_angular_distance is 0.0
.
SHADOW_QUALITY_SOFT_VERY_LOW = 1
Very low shadow filtering quality (faster). When using this quality setting, Light3D.shadow_blur is automatically multiplied by 0.75× to avoid introducing too much noise. This division only applies to lights whose Light3D.light_size or Light3D.light_angular_distance is 0.0
).
SHADOW_QUALITY_SOFT_LOW = 2
Low shadow filtering quality (fast).
SHADOW_QUALITY_SOFT_MEDIUM = 3
Medium low shadow filtering quality (average).
SHADOW_QUALITY_SOFT_HIGH = 4
High low shadow filtering quality (slow). When using this quality setting, Light3D.shadow_blur is automatically multiplied by 1.5× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose Light3D.light_size or Light3D.light_angular_distance is 0.0
).
SHADOW_QUALITY_SOFT_ULTRA = 5
Highest low shadow filtering quality (slowest). When using this quality setting, Light3D.shadow_blur is automatically multiplied by 2× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose Light3D.light_size or Light3D.light_angular_distance is 0.0
).
SHADOW_QUALITY_MAX = 6
Represents the size of the ShadowQuality enum.
REFLECTION_PROBE_UPDATE_ONCE = 0
Reflection probe will update reflections once and then stop.
REFLECTION_PROBE_UPDATE_ALWAYS = 1
Reflection probe will update each frame. This mode is necessary to capture moving objects.
REFLECTION_PROBE_AMBIENT_DISABLED = 0
Do not apply any ambient lighting inside the reflection probe's box defined by its size.
REFLECTION_PROBE_AMBIENT_ENVIRONMENT = 1
Apply automatically-sourced environment lighting inside the reflection probe's box defined by its size.
REFLECTION_PROBE_AMBIENT_COLOR = 2
Apply custom ambient lighting inside the reflection probe's box defined by its size. See reflection_probe_set_ambient_color and reflection_probe_set_ambient_energy.
DECAL_TEXTURE_ALBEDO = 0
Albedo texture slot in a decal (Decal.texture_albedo).
DECAL_TEXTURE_NORMAL = 1
Normal map texture slot in a decal (Decal.texture_normal).
DECAL_TEXTURE_ORM = 2
Occlusion/Roughness/Metallic texture slot in a decal (Decal.texture_orm).
DECAL_TEXTURE_EMISSION = 3
Emission texture slot in a decal (Decal.texture_emission).
DECAL_TEXTURE_MAX = 4
Represents the size of the DecalTexture enum.
DECAL_FILTER_NEAREST = 0
Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
DECAL_FILTER_LINEAR = 1
Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
DECAL_FILTER_NEAREST_MIPMAPS = 2
Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
DECAL_FILTER_LINEAR_MIPMAPS = 3
Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC = 4
Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC = 5
Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
VOXEL_GI_QUALITY_LOW = 0
Low VoxelGI rendering quality using 4 cones.
VOXEL_GI_QUALITY_HIGH = 1
High VoxelGI rendering quality using 6 cones.
PARTICLES_MODE_2D = 0
2D particles.
PARTICLES_MODE_3D = 1
3D particles.
PARTICLES_TRANSFORM_ALIGN_DISABLED = 0
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD = 1
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY = 2
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY = 3
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_DRAW_ORDER_INDEX = 0
Draw particles in the order that they appear in the particles array.
PARTICLES_DRAW_ORDER_LIFETIME = 1
Sort particles based on their lifetime. In other words, the particle with the highest lifetime is drawn at the front.
PARTICLES_DRAW_ORDER_REVERSE_LIFETIME = 2
Sort particles based on the inverse of their lifetime. In other words, the particle with the lowest lifetime is drawn at the front.
PARTICLES_DRAW_ORDER_VIEW_DEPTH = 3
Sort particles based on their distance to the camera.
PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT = 0
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_TYPE_BOX_ATTRACT = 1
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT = 2
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE = 3
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_TYPE_BOX_COLLIDE = 4
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_TYPE_SDF_COLLIDE = 5
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE = 6
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_256 = 0
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_512 = 1
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024 = 2
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_2048 = 3
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_4096 = 4
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_8192 = 5
There is currently no description for this enum. Please help us by contributing one!
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX = 6
Represents the size of the ParticlesCollisionHeightfieldResolution enum.
FOG_VOLUME_SHAPE_ELLIPSOID = 0
FogVolume will be shaped like an ellipsoid (stretched sphere).
FOG_VOLUME_SHAPE_CONE = 1
FogVolume will be shaped like a cone pointing upwards (in local coordinates). The cone's angle is set automatically to fill the size. The cone will be adjusted to fit within the size. Rotate the FogVolume node to reorient the cone. Non-uniform scaling via size is not supported (scale the FogVolume node instead).
FOG_VOLUME_SHAPE_CYLINDER = 2
FogVolume will be shaped like an upright cylinder (in local coordinates). Rotate the FogVolume node to reorient the cylinder. The cylinder will be adjusted to fit within the size. Non-uniform scaling via size is not supported (scale the FogVolume node instead).
FOG_VOLUME_SHAPE_BOX = 3
FogVolume will be shaped like a box.
FOG_VOLUME_SHAPE_WORLD = 4
FogVolume will have no shape, will cover the whole world and will not be culled.
FOG_VOLUME_SHAPE_MAX = 5
Represents the size of the FogVolumeShape enum.
VIEWPORT_SCALING_3D_MODE_BILINEAR = 0
Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using Viewport.scaling_3d_scale. Values less than 1.0
will result in undersampling while values greater than 1.0
will result in supersampling. A value of 1.0
disables scaling.
VIEWPORT_SCALING_3D_MODE_FSR = 1
Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using Viewport.scaling_3d_scale. Values less than 1.0
will be result in the viewport being upscaled using FSR. Values greater than 1.0
are not supported and bilinear downsampling will be used instead. A value of 1.0
disables scaling.
VIEWPORT_SCALING_3D_MODE_FSR2 = 2
Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using Viewport.scaling_3d_scale. Values less than 1.0
will be result in the viewport being upscaled using FSR2. Values greater than 1.0
are not supported and bilinear downsampling will be used instead. A value of 1.0
will use FSR2 at native resolution as a TAA solution.
VIEWPORT_SCALING_3D_MODE_MAX = 3
Represents the size of the ViewportScaling3DMode enum.
VIEWPORT_UPDATE_DISABLED = 0
Do not update the viewport's render target.
VIEWPORT_UPDATE_ONCE = 1
Update the viewport's render target once, then switch to VIEWPORT_UPDATE_DISABLED.
VIEWPORT_UPDATE_WHEN_VISIBLE = 2
Update the viewport's render target only when it is visible. This is the default value.
VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE = 3
Update the viewport's render target only when its parent is visible.
VIEWPORT_UPDATE_ALWAYS = 4
Always update the viewport's render target.
VIEWPORT_CLEAR_ALWAYS = 0
Always clear the viewport's render target before drawing.
VIEWPORT_CLEAR_NEVER = 1
Never clear the viewport's render target.
VIEWPORT_CLEAR_ONLY_NEXT_FRAME = 2
Clear the viewport's render target on the next frame, then switch to VIEWPORT_CLEAR_NEVER.
VIEWPORT_ENVIRONMENT_DISABLED = 0
Disable rendering of 3D environment over 2D canvas.
VIEWPORT_ENVIRONMENT_ENABLED = 1
Enable rendering of 3D environment over 2D canvas.
VIEWPORT_ENVIRONMENT_INHERIT = 2
Inherit enable/disable value from parent. If the topmost parent is also set to VIEWPORT_ENVIRONMENT_INHERIT, then this has the same behavior as VIEWPORT_ENVIRONMENT_ENABLED.
VIEWPORT_ENVIRONMENT_MAX = 3
Represents the size of the ViewportEnvironmentMode enum.
VIEWPORT_SDF_OVERSIZE_100_PERCENT = 0
Do not oversize the 2D signed distance field. Occluders may disappear when touching the viewport's edges, and GPUParticles3D collision may stop working earlier than intended. This has the lowest GPU requirements.
VIEWPORT_SDF_OVERSIZE_120_PERCENT = 1
2D signed distance field covers 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).
VIEWPORT_SDF_OVERSIZE_150_PERCENT = 2
2D signed distance field covers 50% of the viewport's size outside the viewport on each side (top, right, bottom, left).
VIEWPORT_SDF_OVERSIZE_200_PERCENT = 3
2D signed distance field covers 100% of the viewport's size outside the viewport on each side (top, right, bottom, left). This has the highest GPU requirements.
VIEWPORT_SDF_OVERSIZE_MAX = 4
Represents the size of the ViewportSDFOversize enum.
VIEWPORT_SDF_SCALE_100_PERCENT = 0
Full resolution 2D signed distance field scale. This has the highest GPU requirements.
VIEWPORT_SDF_SCALE_50_PERCENT = 1
Half resolution 2D signed distance field scale on each axis (25% of the viewport pixel count).
VIEWPORT_SDF_SCALE_25_PERCENT = 2
Quarter resolution 2D signed distance field scale on each axis (6.25% of the viewport pixel count). This has the lowest GPU requirements.
VIEWPORT_SDF_SCALE_MAX = 3
Represents the size of the ViewportSDFScale enum.
VIEWPORT_MSAA_DISABLED = 0
Multisample antialiasing for 3D is disabled. This is the default value, and also the fastest setting.
VIEWPORT_MSAA_2X = 1
Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate impact on performance.
VIEWPORT_MSAA_4X = 2
Multisample antialiasing uses 4 samples per pixel for 3D. This has a high impact on performance.
VIEWPORT_MSAA_8X = 3
Multisample antialiasing uses 8 samples per pixel for 3D. This has a very high impact on performance. Likely unsupported on low-end and older hardware.
VIEWPORT_MSAA_MAX = 4
Represents the size of the ViewportMSAA enum.
VIEWPORT_SCREEN_SPACE_AA_DISABLED = 0
Do not perform any antialiasing in the full screen post-process.
VIEWPORT_SCREEN_SPACE_AA_FXAA = 1
Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
VIEWPORT_SCREEN_SPACE_AA_MAX = 2
Represents the size of the ViewportScreenSpaceAA enum.
VIEWPORT_OCCLUSION_BUILD_QUALITY_LOW = 0
Low occlusion culling BVH build quality (as defined by Embree). Results in the lowest CPU usage, but least effective culling.
VIEWPORT_OCCLUSION_BUILD_QUALITY_MEDIUM = 1
Medium occlusion culling BVH build quality (as defined by Embree).
VIEWPORT_OCCLUSION_BUILD_QUALITY_HIGH = 2
High occlusion culling BVH build quality (as defined by Embree). Results in the highest CPU usage, but most effective culling.
VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME = 0
Number of objects drawn in a single frame.
VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME = 1
Number of points, lines, or triangles drawn in a single frame.
VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME = 2
Number of draw calls during this frame.
VIEWPORT_RENDER_INFO_MAX = 3
Represents the size of the ViewportRenderInfo enum.
VIEWPORT_RENDER_INFO_TYPE_VISIBLE = 0
Visible render pass (excluding shadows).
VIEWPORT_RENDER_INFO_TYPE_SHADOW = 1
Shadow render pass. Objects will be rendered several times depending on the number of amounts of lights with shadows and the number of directional shadow splits.
VIEWPORT_RENDER_INFO_TYPE_CANVAS = 2
Canvas item rendering. This includes all 2D rendering.
VIEWPORT_RENDER_INFO_TYPE_MAX = 3
Represents the size of the ViewportRenderInfoType enum.
VIEWPORT_DEBUG_DRAW_DISABLED = 0
Debug draw is disabled. Default setting.
VIEWPORT_DEBUG_DRAW_UNSHADED = 1
Objects are displayed without light information.
VIEWPORT_DEBUG_DRAW_LIGHTING = 2
Objects are displayed with only light information.
VIEWPORT_DEBUG_DRAW_OVERDRAW = 3
Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others.
VIEWPORT_DEBUG_DRAW_WIREFRAME = 4
Debug draw draws objects in wireframe.
VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER = 5
Normal buffer is drawn instead of regular scene so you can see the per-pixel normals that will be used by post-processing effects.
VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO = 6
Objects are displayed with only the albedo value from VoxelGIs.
VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING = 7
Objects are displayed with only the lighting value from VoxelGIs.
VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION = 8
Objects are displayed with only the emission color from VoxelGIs.
VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS = 9
Draws the shadow atlas that stores shadows from OmniLight3Ds and SpotLight3Ds in the upper left quadrant of the Viewport.
VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS = 10
Draws the shadow atlas that stores shadows from DirectionalLight3Ds in the upper left quadrant of the Viewport.
VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE = 11
Draws the estimated scene luminance. This is a 1×1 texture that is generated when autoexposure is enabled to control the scene's exposure.
VIEWPORT_DEBUG_DRAW_SSAO = 12
Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have Environment.ssao_enabled set in your WorldEnvironment.
VIEWPORT_DEBUG_DRAW_SSIL = 13
Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have Environment.ssil_enabled set in your WorldEnvironment.
VIEWPORT_DEBUG_DRAW_PSSM_SPLITS = 14
Colors each PSSM split for the DirectionalLight3Ds in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.
VIEWPORT_DEBUG_DRAW_DECAL_ATLAS = 15
Draws the decal atlas that stores decal textures from Decals.
VIEWPORT_DEBUG_DRAW_SDFGI = 16
Draws SDFGI cascade data. This is the data structure that is used to bounce lighting against and create reflections.
VIEWPORT_DEBUG_DRAW_SDFGI_PROBES = 17
Draws SDFGI probe data. This is the data structure that is used to give indirect lighting dynamic objects moving within the scene.
VIEWPORT_DEBUG_DRAW_GI_BUFFER = 18
Draws the global illumination buffer (VoxelGI or SDFGI).
VIEWPORT_DEBUG_DRAW_DISABLE_LOD = 19
Disable mesh LOD. All meshes are drawn with full detail, which can be used to compare performance.
VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS = 20
Draws the OmniLight3D cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS = 21
Draws the SpotLight3D cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS = 22
Draws the Decal cluster. Clustering determines where decals are positioned in screen-space, which allows the engine to only process these portions of the screen for decals.
VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES = 23
Draws the ReflectionProbe cluster. Clustering determines where reflection probes are positioned in screen-space, which allows the engine to only process these portions of the screen for reflection probes.
VIEWPORT_DEBUG_DRAW_OCCLUDERS = 24
Draws the occlusion culling buffer. This low-resolution occlusion culling buffer is rasterized on the CPU and is used to check whether instances are occluded by other objects.
VIEWPORT_DEBUG_DRAW_MOTION_VECTORS = 25
Draws the motion vectors buffer. This is used by temporal antialiasing to correct for motion that occurs during gameplay.
VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER = 26
Internal buffer is drawn instead of regular scene so you can see the per-pixel output that will be used by post-processing effects.
VIEWPORT_VRS_DISABLED = 0
Variable rate shading is disabled.
VIEWPORT_VRS_TEXTURE = 1
Variable rate shading uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
VIEWPORT_VRS_XR = 2
Variable rate shading texture is supplied by the primary XRInterface.
VIEWPORT_VRS_MAX = 3
Represents the size of the ViewportVRSMode enum.
SKY_MODE_AUTOMATIC = 0
Automatically selects the appropriate process mode based on your sky shader. If your shader uses TIME
or POSITION
, this will use SKY_MODE_REALTIME. If your shader uses any of the LIGHT_*
variables or any custom uniforms, this uses SKY_MODE_INCREMENTAL. Otherwise, this defaults to SKY_MODE_QUALITY.
SKY_MODE_QUALITY = 1
Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than SKY_MODE_REALTIME but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing ProjectSettings.rendering/reflections/sky_reflections/ggx_samples.
SKY_MODE_INCREMENTAL = 2
Uses the same high quality importance sampling to process the radiance map as SKY_MODE_QUALITY, but updates over several frames. The number of frames is determined by ProjectSettings.rendering/reflections/sky_reflections/roughness_layers. Use this when you need highest quality radiance maps, but have a sky that updates slowly.
SKY_MODE_REALTIME = 3
Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality.
ENV_BG_CLEAR_COLOR = 0
Use the clear color as background.
ENV_BG_COLOR = 1
Use a specified color as the background.
ENV_BG_SKY = 2
Use a sky resource for the background.
ENV_BG_CANVAS = 3
Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.
ENV_BG_KEEP = 4
Do not clear the background, use whatever was rendered last frame as the background.
ENV_BG_CAMERA_FEED = 5
Displays a camera feed in the background.
ENV_BG_MAX = 6
Represents the size of the EnvironmentBG enum.
ENV_AMBIENT_SOURCE_BG = 0
Gather ambient light from whichever source is specified as the background.
ENV_AMBIENT_SOURCE_DISABLED = 1
Disable ambient light.
ENV_AMBIENT_SOURCE_COLOR = 2
Specify a specific Color for ambient light.
ENV_AMBIENT_SOURCE_SKY = 3
Gather ambient light from the Sky regardless of what the background is.
ENV_REFLECTION_SOURCE_BG = 0
Use the background for reflections.
ENV_REFLECTION_SOURCE_DISABLED = 1
Disable reflections.
ENV_REFLECTION_SOURCE_SKY = 2
Use the Sky for reflections regardless of what the background is.
ENV_GLOW_BLEND_MODE_ADDITIVE = 0
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
ENV_GLOW_BLEND_MODE_SCREEN = 1
Screen glow blending mode. Increases brightness, used frequently with bloom.
ENV_GLOW_BLEND_MODE_SOFTLIGHT = 2
Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).
ENV_GLOW_BLEND_MODE_REPLACE = 3
Replace glow blending mode. Replaces all pixels' color by the glow value. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness.
ENV_GLOW_BLEND_MODE_MIX = 4
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
ENV_TONE_MAPPER_LINEAR = 0
Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
ENV_TONE_MAPPER_REINHARD = 1
Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: color = color / (1 + color)
. This avoids clipping bright highlights, but the resulting image can look a bit dull.
ENV_TONE_MAPPER_FILMIC = 2
Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than ENV_TONE_MAPPER_REINHARD.
ENV_TONE_MAPPER_ACES = 3
Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to ENV_TONE_MAPPER_REINHARD and ENV_TONE_MAPPER_FILMIC.
ENV_SSR_ROUGHNESS_QUALITY_DISABLED = 0
Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
ENV_SSR_ROUGHNESS_QUALITY_LOW = 1
Low quality of roughness filter for screen-space reflections.
ENV_SSR_ROUGHNESS_QUALITY_MEDIUM = 2
Medium quality of roughness filter for screen-space reflections.
ENV_SSR_ROUGHNESS_QUALITY_HIGH = 3
High quality of roughness filter for screen-space reflections. This is the slowest option.
ENV_SSAO_QUALITY_VERY_LOW = 0
Lowest quality of screen-space ambient occlusion.
ENV_SSAO_QUALITY_LOW = 1
Low quality screen-space ambient occlusion.
ENV_SSAO_QUALITY_MEDIUM = 2
Medium quality screen-space ambient occlusion.
ENV_SSAO_QUALITY_HIGH = 3
High quality screen-space ambient occlusion.
ENV_SSAO_QUALITY_ULTRA = 4
Highest quality screen-space ambient occlusion. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.
ENV_SSIL_QUALITY_VERY_LOW = 0
Lowest quality of screen-space indirect lighting.
ENV_SSIL_QUALITY_LOW = 1
Low quality screen-space indirect lighting.
ENV_SSIL_QUALITY_MEDIUM = 2
High quality screen-space indirect lighting.
ENV_SSIL_QUALITY_HIGH = 3
High quality screen-space indirect lighting.
ENV_SSIL_QUALITY_ULTRA = 4
Highest quality screen-space indirect lighting. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.
ENV_SDFGI_Y_SCALE_50_PERCENT = 0
Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.
ENV_SDFGI_Y_SCALE_75_PERCENT = 1
Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.
ENV_SDFGI_Y_SCALE_100_PERCENT = 2
Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.
ENV_SDFGI_RAY_COUNT_4 = 0
Throw 4 rays per frame when converging SDFGI. This has the lowest GPU requirements, but creates the most noisy result.
ENV_SDFGI_RAY_COUNT_8 = 1
Throw 8 rays per frame when converging SDFGI.
ENV_SDFGI_RAY_COUNT_16 = 2
Throw 16 rays per frame when converging SDFGI.
ENV_SDFGI_RAY_COUNT_32 = 3
Throw 32 rays per frame when converging SDFGI.
ENV_SDFGI_RAY_COUNT_64 = 4
Throw 64 rays per frame when converging SDFGI.
ENV_SDFGI_RAY_COUNT_96 = 5
Throw 96 rays per frame when converging SDFGI. This has high GPU requirements.
ENV_SDFGI_RAY_COUNT_128 = 6
Throw 128 rays per frame when converging SDFGI. This has very high GPU requirements, but creates the least noisy result.
ENV_SDFGI_RAY_COUNT_MAX = 7
Represents the size of the EnvironmentSDFGIRayCount enum.
ENV_SDFGI_CONVERGE_IN_5_FRAMES = 0
Converge SDFGI over 5 frames. This is the most responsive, but creates the most noisy result with a given ray count.
ENV_SDFGI_CONVERGE_IN_10_FRAMES = 1
Configure SDFGI to fully converge over 10 frames.
ENV_SDFGI_CONVERGE_IN_15_FRAMES = 2
Configure SDFGI to fully converge over 15 frames.
ENV_SDFGI_CONVERGE_IN_20_FRAMES = 3
Configure SDFGI to fully converge over 20 frames.
ENV_SDFGI_CONVERGE_IN_25_FRAMES = 4
Configure SDFGI to fully converge over 25 frames.
ENV_SDFGI_CONVERGE_IN_30_FRAMES = 5
Configure SDFGI to fully converge over 30 frames. This is the least responsive, but creates the least noisy result with a given ray count.
ENV_SDFGI_CONVERGE_MAX = 6
Represents the size of the EnvironmentSDFGIFramesToConverge enum.
ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME = 0
Update indirect light from dynamic lights in SDFGI over 1 frame. This is the most responsive, but has the highest GPU requirements.
ENV_SDFGI_UPDATE_LIGHT_IN_2_FRAMES = 1
Update indirect light from dynamic lights in SDFGI over 2 frames.
ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES = 2
Update indirect light from dynamic lights in SDFGI over 4 frames.
ENV_SDFGI_UPDATE_LIGHT_IN_8_FRAMES = 3
Update indirect light from dynamic lights in SDFGI over 8 frames.
ENV_SDFGI_UPDATE_LIGHT_IN_16_FRAMES = 4
Update indirect light from dynamic lights in SDFGI over 16 frames. This is the least responsive, but has the lowest GPU requirements.
ENV_SDFGI_UPDATE_LIGHT_MAX = 5
Represents the size of the EnvironmentSDFGIFramesToUpdateLight enum.
SUB_SURFACE_SCATTERING_QUALITY_DISABLED = 0
Disables subsurface scattering entirely, even on materials that have BaseMaterial3D.subsurf_scatter_enabled set to true
. This has the lowest GPU requirements.
SUB_SURFACE_SCATTERING_QUALITY_LOW = 1
Low subsurface scattering quality.
SUB_SURFACE_SCATTERING_QUALITY_MEDIUM = 2
Medium subsurface scattering quality.
SUB_SURFACE_SCATTERING_QUALITY_HIGH = 3
High subsurface scattering quality. This has the highest GPU requirements.
DOF_BOKEH_BOX = 0
Calculate the DOF blur using a box filter. The fastest option, but results in obvious lines in blur pattern.
DOF_BOKEH_HEXAGON = 1
Calculates DOF blur using a hexagon shaped filter.
DOF_BOKEH_CIRCLE = 2
Calculates DOF blur using a circle shaped filter. Best quality and most realistic, but slowest. Use only for areas where a lot of performance can be dedicated to post-processing (e.g. cutscenes).
DOF_BLUR_QUALITY_VERY_LOW = 0
Lowest quality DOF blur. This is the fastest setting, but you may be able to see filtering artifacts.
DOF_BLUR_QUALITY_LOW = 1
Low quality DOF blur.
DOF_BLUR_QUALITY_MEDIUM = 2
Medium quality DOF blur.
DOF_BLUR_QUALITY_HIGH = 3
Highest quality DOF blur. Results in the smoothest looking blur by taking the most samples, but is also significantly slower.
INSTANCE_NONE = 0
The instance does not have a type.
INSTANCE_MESH = 1
The instance is a mesh.
INSTANCE_MULTIMESH = 2
The instance is a multimesh.
INSTANCE_PARTICLES = 3
The instance is a particle emitter.
INSTANCE_PARTICLES_COLLISION = 4
The instance is a GPUParticles collision shape.
INSTANCE_LIGHT = 5
The instance is a light.
INSTANCE_REFLECTION_PROBE = 6
The instance is a reflection probe.
INSTANCE_DECAL = 7
The instance is a decal.
INSTANCE_VOXEL_GI = 8
The instance is a VoxelGI.
INSTANCE_LIGHTMAP = 9
The instance is a lightmap.
INSTANCE_OCCLUDER = 10
The instance is an occlusion culling occluder.
INSTANCE_VISIBLITY_NOTIFIER = 11
The instance is a visible on-screen notifier.
INSTANCE_FOG_VOLUME = 12
The instance is a fog volume.
INSTANCE_MAX = 13
Represents the size of the InstanceType enum.
INSTANCE_GEOMETRY_MASK = 14
A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).
INSTANCE_FLAG_USE_BAKED_LIGHT = 0
Allows the instance to be used in baked lighting.
INSTANCE_FLAG_USE_DYNAMIC_GI = 1
Allows the instance to be used with dynamic global illumination.
INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = 2
When set, manually requests to draw geometry on next frame.
INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING = 3
Always draw, even if the instance would be culled by occlusion culling. Does not affect view frustum culling.
INSTANCE_FLAG_MAX = 4
Represents the size of the InstanceFlags enum.
SHADOW_CASTING_SETTING_OFF = 0
Disable shadows from this instance.
SHADOW_CASTING_SETTING_ON = 1
Cast shadows from this instance.
SHADOW_CASTING_SETTING_DOUBLE_SIDED = 2
Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.
SHADOW_CASTING_SETTING_SHADOWS_ONLY = 3
Only render the shadows from the object. The object itself will not be drawn.
VISIBILITY_RANGE_FADE_DISABLED = 0
Disable visibility range fading for the given instance.
VISIBILITY_RANGE_FADE_SELF = 1
Fade-out the given instance when it approaches its visibility range limits.
VISIBILITY_RANGE_FADE_DEPENDENCIES = 2
Fade-in the given instance's dependencies when reaching its visibility range limits.
BAKE_CHANNEL_ALBEDO_ALPHA = 0
Index of Image in array of Images returned by bake_render_uv2. Image uses Image.FORMAT_RGBA8 and contains albedo color in the .rgb
channels and alpha in the .a
channel.
BAKE_CHANNEL_NORMAL = 1
Index of Image in array of Images returned by bake_render_uv2. Image uses Image.FORMAT_RGBA8 and contains the per-pixel normal of the object in the .rgb
channels and nothing in the .a
channel. The per-pixel normal is encoded as normal * 0.5 + 0.5
.
BAKE_CHANNEL_ORM = 2
Index of Image in array of Images returned by bake_render_uv2. Image uses Image.FORMAT_RGBA8 and contains ambient occlusion (from material and decals only) in the .r
channel, roughness in the .g
channel, metallic in the .b
channel and sub surface scattering amount in the .a
channel.
BAKE_CHANNEL_EMISSION = 3
Index of Image in array of Images returned by bake_render_uv2. Image uses Image.FORMAT_RGBAH and contains emission color in the .rgb
channels and nothing in the .a
channel.
CANVAS_TEXTURE_CHANNEL_DIFFUSE = 0
Diffuse canvas texture (CanvasTexture.diffuse_texture).
CANVAS_TEXTURE_CHANNEL_NORMAL = 1
Normal map canvas texture (CanvasTexture.normal_texture).
CANVAS_TEXTURE_CHANNEL_SPECULAR = 2
Specular map canvas texture (CanvasTexture.specular_texture).
NINE_PATCH_STRETCH = 0
The nine patch gets stretched where needed.
NINE_PATCH_TILE = 1
The nine patch gets filled with tiles where needed.
NINE_PATCH_TILE_FIT = 2
The nine patch gets filled with tiles where needed and stretches them a bit if needed.
CANVAS_ITEM_TEXTURE_FILTER_DEFAULT = 0
Uses the default filter mode for this Viewport.
CANVAS_ITEM_TEXTURE_FILTER_NEAREST = 1
The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
CANVAS_ITEM_TEXTURE_FILTER_LINEAR = 2
The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS = 3
The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true
). This makes the texture look pixelated from up close, and smooth from a distance.
CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS = 4
The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true
). This makes the texture look smooth from up close, and smooth from a distance.
CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC = 5
The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true
) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC = 6
The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true
) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
CANVAS_ITEM_TEXTURE_FILTER_MAX = 7
Max value for CanvasItemTextureFilter enum.
CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT = 0
Uses the default repeat mode for this Viewport.
CANVAS_ITEM_TEXTURE_REPEAT_DISABLED = 1
Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.
CANVAS_ITEM_TEXTURE_REPEAT_ENABLED = 2
Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.
CANVAS_ITEM_TEXTURE_REPEAT_MIRROR = 3
Flip the texture when repeating so that the edge lines up instead of abruptly changing.
CANVAS_ITEM_TEXTURE_REPEAT_MAX = 4
Max value for CanvasItemTextureRepeat enum.
CANVAS_GROUP_MODE_DISABLED = 0
Child draws over parent and is not clipped.
CANVAS_GROUP_MODE_CLIP_ONLY = 1
Parent is used for the purposes of clipping only. Child is clipped to the parent's visible area, parent is not drawn.
CANVAS_GROUP_MODE_CLIP_AND_DRAW = 2
Parent is used for clipping child, but parent is also drawn underneath child as normal before clipping child to its visible area.
CANVAS_GROUP_MODE_TRANSPARENT = 3
There is currently no description for this enum. Please help us by contributing one!
CANVAS_LIGHT_MODE_POINT = 0
2D point light (see PointLight2D).
CANVAS_LIGHT_MODE_DIRECTIONAL = 1
2D directional (sun/moon) light (see DirectionalLight2D).
CANVAS_LIGHT_BLEND_MODE_ADD = 0
Adds light color additive to the canvas.
CANVAS_LIGHT_BLEND_MODE_SUB = 1
Adds light color subtractive to the canvas.
CANVAS_LIGHT_BLEND_MODE_MIX = 2
The light adds color depending on transparency.
CANVAS_LIGHT_FILTER_NONE = 0
Do not apply a filter to canvas light shadows.
CANVAS_LIGHT_FILTER_PCF5 = 1
Use PCF5 filtering to filter canvas light shadows.
CANVAS_LIGHT_FILTER_PCF13 = 2
Use PCF13 filtering to filter canvas light shadows.
CANVAS_LIGHT_FILTER_MAX = 3
Max value of the CanvasLightShadowFilter enum.
CANVAS_OCCLUDER_POLYGON_CULL_DISABLED = 0
Culling of the canvas occluder is disabled.
CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE = 1
Culling of the canvas occluder is clockwise.
CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE = 2
Culling of the canvas occluder is counterclockwise.
GLOBAL_VAR_TYPE_BOOL = 0
Boolean global shader parameter (global uniform bool ...
).
GLOBAL_VAR_TYPE_BVEC2 = 1
2-dimensional boolean vector global shader parameter (global uniform bvec2 ...
).
GLOBAL_VAR_TYPE_BVEC3 = 2
3-dimensional boolean vector global shader parameter (global uniform bvec3 ...
).
GLOBAL_VAR_TYPE_BVEC4 = 3
4-dimensional boolean vector global shader parameter (global uniform bvec4 ...
).
GLOBAL_VAR_TYPE_INT = 4
Integer global shader parameter (global uniform int ...
).
GLOBAL_VAR_TYPE_IVEC2 = 5
2-dimensional integer vector global shader parameter (global uniform ivec2 ...
).
GLOBAL_VAR_TYPE_IVEC3 = 6
3-dimensional integer vector global shader parameter (global uniform ivec3 ...
).
GLOBAL_VAR_TYPE_IVEC4 = 7
4-dimensional integer vector global shader parameter (global uniform ivec4 ...
).
GLOBAL_VAR_TYPE_RECT2I = 8
2-dimensional integer rectangle global shader parameter (global uniform ivec4 ...
). Equivalent to GLOBAL_VAR_TYPE_IVEC4 in shader code, but exposed as a Rect2i in the editor UI.
GLOBAL_VAR_TYPE_UINT = 9
Unsigned integer global shader parameter (global uniform uint ...
).
GLOBAL_VAR_TYPE_UVEC2 = 10
2-dimensional unsigned integer vector global shader parameter (global uniform uvec2 ...
).
GLOBAL_VAR_TYPE_UVEC3 = 11
3-dimensional unsigned integer vector global shader parameter (global uniform uvec3 ...
).
GLOBAL_VAR_TYPE_UVEC4 = 12
4-dimensional unsigned integer vector global shader parameter (global uniform uvec4 ...
).
GLOBAL_VAR_TYPE_FLOAT = 13
Single-precision floating-point global shader parameter (global uniform float ...
).
GLOBAL_VAR_TYPE_VEC2 = 14
2-dimensional floating-point vector global shader parameter (global uniform vec2 ...
).
GLOBAL_VAR_TYPE_VEC3 = 15
3-dimensional floating-point vector global shader parameter (global uniform vec3 ...
).
GLOBAL_VAR_TYPE_VEC4 = 16
4-dimensional floating-point vector global shader parameter (global uniform vec4 ...
).
GLOBAL_VAR_TYPE_COLOR = 17
Color global shader parameter (global uniform vec4 ...
). Equivalent to GLOBAL_VAR_TYPE_VEC4 in shader code, but exposed as a Color in the editor UI.
GLOBAL_VAR_TYPE_RECT2 = 18
2-dimensional floating-point rectangle global shader parameter (global uniform vec4 ...
). Equivalent to GLOBAL_VAR_TYPE_VEC4 in shader code, but exposed as a Rect2 in the editor UI.
GLOBAL_VAR_TYPE_MAT2 = 19
2×2 matrix global shader parameter (global uniform mat2 ...
). Exposed as a PackedInt32Array in the editor UI.
GLOBAL_VAR_TYPE_MAT3 = 20
3×3 matrix global shader parameter (global uniform mat3 ...
). Exposed as a Basis in the editor UI.
GLOBAL_VAR_TYPE_MAT4 = 21
4×4 matrix global shader parameter (global uniform mat4 ...
). Exposed as a Projection in the editor UI.
GLOBAL_VAR_TYPE_TRANSFORM_2D = 22
2-dimensional transform global shader parameter (global uniform mat2x3 ...
). Exposed as a Transform2D in the editor UI.
GLOBAL_VAR_TYPE_TRANSFORM = 23
3-dimensional transform global shader parameter (global uniform mat3x4 ...
). Exposed as a Transform3D in the editor UI.
GLOBAL_VAR_TYPE_SAMPLER2D = 24
2D sampler global shader parameter (global uniform sampler2D ...
). Exposed as a Texture2D in the editor UI.
GLOBAL_VAR_TYPE_SAMPLER2DARRAY = 25
2D sampler array global shader parameter (global uniform sampler2DArray ...
). Exposed as a Texture2DArray in the editor UI.
GLOBAL_VAR_TYPE_SAMPLER3D = 26
3D sampler global shader parameter (global uniform sampler3D ...
). Exposed as a Texture3D in the editor UI.
GLOBAL_VAR_TYPE_SAMPLERCUBE = 27
Cubemap sampler global shader parameter (global uniform samplerCube ...
). Exposed as a Cubemap in the editor UI.
GLOBAL_VAR_TYPE_MAX = 28
Represents the size of the GlobalShaderParameterType enum.
RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME = 0
Number of objects rendered in the current 3D scene. This varies depending on camera position and rotation.
RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME = 1
Number of points, lines, or triangles rendered in the current 3D scene. This varies depending on camera position and rotation.
RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME = 2
Number of draw calls performed to render in the current 3D scene. This varies depending on camera position and rotation.
RENDERING_INFO_TEXTURE_MEM_USED = 3
Texture memory used (in bytes).
RENDERING_INFO_BUFFER_MEM_USED = 4
Buffer memory used (in bytes). This includes vertex data, uniform buffers, and many miscellaneous buffer types used internally.
RENDERING_INFO_VIDEO_MEM_USED = 5
Video memory used (in bytes). When using the Forward+ or mobile rendering backends, this is always greater than the sum of RENDERING_INFO_TEXTURE_MEM_USED and RENDERING_INFO_BUFFER_MEM_USED, since there is miscellaneous data not accounted for by those two metrics. When using the GL Compatibility backend, this is equal to the sum of RENDERING_INFO_TEXTURE_MEM_USED and RENDERING_INFO_BUFFER_MEM_USED.
FEATURE_SHADERS = 0
Deprecated. This constant has not been used since Godot 3.0.
FEATURE_MULTITHREADED = 1
Deprecated. This constant has not been used since Godot 3.0.
If false
, disables rendering completely, but the engine logic is still being processed. You can call force_draw to draw a frame even with rendering disabled.
Bakes the material data of the Mesh passed in the base
parameter with optional material_overrides
to a set of Images of size image_size
. Returns an array of Images containing material properties as specified in BakeChannels.
As the RenderingServer actual logic may run on an separate thread, accessing its internals from the main (or any other) thread will result in errors. To make it easier to run code that can safely access the rendering internals (such as RenderingDevice and similar RD classes), push a callable via this function so it will be executed on the render thread.
Creates a camera attributes object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all camera_attributes_
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is CameraAttributes.
Sets the parameters to use with the auto-exposure effect. These parameters take on the same meaning as their counterparts in CameraAttributes and CameraAttributesPractical.
Sets the parameters to use with the DOF blur effect. These parameters take on the same meaning as their counterparts in CameraAttributesPractical.
Sets the shape of the DOF bokeh pattern. Different shapes may be used to achieve artistic effect, or to meet performance targets. For more detail on available options see DOFBokehShape.
Sets the quality level of the DOF blur effect to one of the options in DOFBlurQuality. use_jitter
can be used to jitter samples taken during the blur pass to hide artifacts at the cost of looking more fuzzy.
Sets the exposure values that will be used by the renderers. The normalization amount is used to bake a given Exposure Value (EV) into rendering calculations to reduce the dynamic range of the scene.
The normalization factor can be calculated from exposure value (EV100) as follows:
The exposure value can be calculated from aperture (in f-stops), shutter speed (in seconds), and sensitivity (in ISO) as follows:
Creates a 3D camera and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all camera_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent node is Camera3D.
Sets the camera_attributes created with camera_attributes_create to the given camera.
Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to Camera3D.cull_mask.
Sets the environment used by this camera. Equivalent to Camera3D.environment.
Sets camera to use frustum projection. This mode allows adjusting the offset
argument to create "tilted frustum" effects.
Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away.
Sets Transform3D of camera.
If true
, preserves the horizontal aspect ratio which is equivalent to Camera3D.KEEP_WIDTH. If false
, preserves the vertical aspect ratio which is equivalent to Camera3D.KEEP_HEIGHT.
Creates a canvas and returns the assigned RID. It can be accessed with the RID that is returned. This RID will be used in all canvas_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Subsequent drawing commands will be ignored unless they fall within the specified animation slice. This is a faster way to implement animations that loop on background rather than redrawing constantly.
Draws a circle on the CanvasItem pointed to by the item
RID. See also CanvasItem.draw_circle.
If ignore
is true
, ignore clipping on items drawn with this canvas item until this is called again with ignore
set to false.
See also CanvasItem.draw_lcd_texture_rect_region.
Draws a line on the CanvasItem pointed to by the item
RID. See also CanvasItem.draw_line.
Draws a mesh created with mesh_create with given transform
, modulate
color, and texture
. This is used internally by MeshInstance2D.
See also CanvasItem.draw_msdf_texture_rect_region.
Draws a 2D multiline on the CanvasItem pointed to by the item
RID. See also CanvasItem.draw_multiline and CanvasItem.draw_multiline_colors.
Draws a 2D MultiMesh on the CanvasItem pointed to by the item
RID. See also CanvasItem.draw_multimesh.
Draws a nine-patch rectangle on the CanvasItem pointed to by the item
RID.
Draws particles on the CanvasItem pointed to by the item
RID.
Draws a 2D polygon on the CanvasItem pointed to by the item
RID. If you need more flexibility (such as being able to use bones), use canvas_item_add_triangle_array instead. See also CanvasItem.draw_polygon.
Draws a 2D polyline on the CanvasItem pointed to by the item
RID. See also CanvasItem.draw_polyline and CanvasItem.draw_polyline_colors.
Draws a 2D primitive on the CanvasItem pointed to by the item
RID. See also CanvasItem.draw_primitive.
Draws a rectangle on the CanvasItem pointed to by the item
RID. See also CanvasItem.draw_rect.
Sets a Transform2D that will be used to transform subsequent canvas item commands.
Draws a 2D textured rectangle on the CanvasItem pointed to by the item
RID. See also CanvasItem.draw_texture_rect and Texture2D.draw_rect.
Draws the specified region of a 2D textured rectangle on the CanvasItem pointed to by the item
RID. See also CanvasItem.draw_texture_rect_region and Texture2D.draw_rect_region.
Draws a triangle array on the CanvasItem pointed to by the item
RID. This is internally used by Line2D and StyleBoxFlat for rendering. canvas_item_add_triangle_array is highly flexible, but more complex to use than canvas_item_add_polygon.
Note: count
is unused and can be left unspecified.
Clears the CanvasItem and removes all commands in it.
Creates a new CanvasItem instance and returns its RID. It can be accessed with the RID that is returned. This RID will be used in all canvas_item_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent node is CanvasItem.
Sets the canvas group mode used during 2D rendering for the canvas item specified by the item
RID. For faster but more limited clipping, use canvas_item_set_clip instead.
Note: The equivalent node functionality is found in CanvasGroup and CanvasItem.clip_children.
If clip
is true
, makes the canvas item specified by the item
RID not draw anything outside of its rect's coordinates. This clipping is fast, but works only with axis-aligned rectangles. This means that rotation is ignored by the clipping rectangle. For more advanced clipping shapes, use canvas_item_set_canvas_group_mode instead.
Note: The equivalent node functionality is found in Label.clip_text, RichTextLabel (always enabled) and more.
Sets the CanvasItem to copy a rect to the backbuffer.
If use_custom_rect
is true
, sets the custom visibility rectangle (used for culling) to rect
for the canvas item specified by item
. Setting a custom visibility rect can reduce CPU load when drawing lots of 2D instances. If use_custom_rect
is false
, automatically computes a visibility rectangle based on the canvas item's draw commands.
Sets the default texture filter mode for the canvas item specified by the item
RID. Equivalent to CanvasItem.texture_filter.
Sets the default texture repeat mode for the canvas item specified by the item
RID. Equivalent to CanvasItem.texture_repeat.
If enabled
is true
, enables multichannel signed distance field rendering mode for the canvas item specified by the item
RID. This is meant to be used for font rendering, or with specially generated images using msdfgen.
If enabled
is true
, draws the canvas item specified by the item
RID behind its parent. Equivalent to CanvasItem.show_behind_parent.
Sets the index for the CanvasItem.
Sets the light mask
for the canvas item specified by the item
RID. Equivalent to CanvasItem.light_mask.
Sets a new material
to the canvas item specified by the item
RID. Equivalent to CanvasItem.material.
Multiplies the color of the canvas item specified by the item
RID, while affecting its children. See also canvas_item_set_self_modulate. Equivalent to CanvasItem.modulate.
Sets a parent CanvasItem to the CanvasItem. The item will inherit transform, modulation and visibility from its parent, like CanvasItem nodes in the scene tree.
Multiplies the color of the canvas item specified by the item
RID, without affecting its children. See also canvas_item_set_modulate. Equivalent to CanvasItem.self_modulate.
If enabled
is true
, child nodes with the lowest Y position are drawn before those with a higher Y position. Y-sorting only affects children that inherit from the canvas item specified by the item
RID, not the canvas item itself. Equivalent to CanvasItem.y_sort_enabled.
Sets the transform
of the canvas item specified by the item
RID. This affects where and how the item will be drawn. Child canvas items' transforms are multiplied by their parent's transform. Equivalent to Node2D.transform.
Sets if the CanvasItem uses its parent's material.
Sets the rendering visibility layer associated with this CanvasItem. Only Viewport nodes with a matching rendering mask will render this CanvasItem.
Sets the given CanvasItem as visibility notifier. area
defines the area of detecting visibility. enter_callable
is called when the CanvasItem enters the screen, exit_callable
is called when the CanvasItem exits the screen. If enable
is false
, the item will no longer function as notifier.
This method can be used to manually mimic VisibleOnScreenNotifier2D.
Sets the visibility of the CanvasItem.
If this is enabled, the Z index of the parent will be added to the children's Z index.
Sets the CanvasItem's Z index, i.e. its draw order (lower indexes are drawn first).
Attaches the canvas light to the canvas. Removes it from its previous canvas.
Creates a canvas light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent node is Light2D.
Attaches a light occluder to the canvas. Removes it from its previous canvas.
Creates a light occluder and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_occluder_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent node is LightOccluder2D.
There is currently no description for this method. Please help us by contributing one!
Enables or disables light occluder.
The light mask. See LightOccluder2D for more information on light masks.
Sets a light occluder's polygon.
Sets a light occluder's Transform2D.
Sets the blend mode for the given canvas light. See CanvasLightBlendMode for options. Equivalent to Light2D.blend_mode.
Sets the color for a light.
Enables or disables a canvas light.
Sets a canvas light's energy.
Sets a canvas light's height.
The light mask. See LightOccluder2D for more information on light masks.
The binary mask used to determine which layers this canvas light's shadows affects. See LightOccluder2D for more information on light masks.
The layer range that gets rendered with this light.
The mode of the light, see CanvasLightMode constants.
Sets the color of the canvas light's shadow.
Enables or disables the canvas light's shadow.
Sets the canvas light's shadow's filter, see CanvasLightShadowFilter constants.
Smoothens the shadow. The lower, the smoother.
Sets the texture to be used by a PointLight2D. Equivalent to PointLight2D.texture.
Sets the offset of a PointLight2D's texture. Equivalent to PointLight2D.offset.
Sets the scale factor of a PointLight2D's texture. Equivalent to PointLight2D.texture_scale.
Sets the canvas light's Transform2D.
Sets the Z range of objects that will be affected by this light. Equivalent to Light2D.range_z_min and Light2D.range_z_max.
Creates a new light occluder polygon and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_occluder_polygon_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is OccluderPolygon2D.
Sets an occluder polygons cull mode. See CanvasOccluderPolygonCullMode constants.
Sets the shape of the occluder polygon.
There is currently no description for this method. Please help us by contributing one!
A copy of the canvas item will be drawn with a local offset of the mirroring Vector2.
Modulates all colors in the given canvas.
Sets the ProjectSettings.rendering/2d/shadow_atlas/size to use for Light2D shadow rendering (in pixels). The value is rounded up to the nearest power of 2.
Creates a canvas texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_texture_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method. See also texture_2d_create.
Note: The equivalent resource is CanvasTexture and is only meant to be used in 2D rendering, not 3D.
Sets the channel
's texture
for the canvas texture specified by the canvas_texture
RID. Equivalent to CanvasTexture.diffuse_texture, CanvasTexture.normal_texture and CanvasTexture.specular_texture.
Sets the base_color
and shininess
to use for the canvas texture specified by the canvas_texture
RID. Equivalent to CanvasTexture.specular_color and CanvasTexture.specular_shininess.
Sets the texture filter
mode to use for the canvas texture specified by the canvas_texture
RID.
Sets the texture repeat
mode to use for the canvas texture specified by the canvas_texture
RID.
Creates a RenderingDevice that can be used to do draw and compute operations on a separate thread. Cannot draw to the screen nor share data with the global RenderingDevice.
Note: When using the OpenGL backend or when running in headless mode, this function always returns null
.
Returns the bounding rectangle for a canvas item in local space, as calculated by the renderer. This bound is used internally for culling.
Warning: This function is intended for debugging in the editor, and will pass through and return a zero Rect2 in exported projects.
Creates a decal and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all decal_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
To place in a scene, attach this decal to an instance using instance_set_base using the returned RID.
Note: The equivalent node is Decal.
Sets the albedo_mix
in the decal specified by the decal
RID. Equivalent to Decal.albedo_mix.
Sets the cull mask
in the decal specified by the decal
RID. Equivalent to Decal.cull_mask.
Sets the distance fade parameters in the decal specified by the decal
RID. Equivalent to Decal.distance_fade_enabled, Decal.distance_fade_begin and Decal.distance_fade_length.
Sets the emission energy
in the decal specified by the decal
RID. Equivalent to Decal.emission_energy.
Sets the upper fade (above
) and lower fade (below
) in the decal specified by the decal
RID. Equivalent to Decal.upper_fade and Decal.lower_fade.
Sets the color multiplier in the decal specified by the decal
RID to color
. Equivalent to Decal.modulate.
Sets the normal fade
in the decal specified by the decal
RID. Equivalent to Decal.normal_fade.
Sets the size
of the decal specified by the decal
RID. Equivalent to Decal.size.
Sets the texture
in the given texture type
slot for the specified decal. Equivalent to Decal.set_texture.
Sets the texture filter
mode to use when rendering decals. This parameter is global and cannot be set on a per-decal basis.
Creates a directional light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most light_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
To place in a scene, attach this directional light to an instance using instance_set_base using the returned RID.
Note: The equivalent node is DirectionalLight3D.
Sets the size
of the directional light shadows in 3D. See also ProjectSettings.rendering/lights_and_shadows/directional_shadow/size. This parameter is global and cannot be set on a per-viewport basis.
Sets the filter quality
for directional light shadows in 3D. See also ProjectSettings.rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality. This parameter is global and cannot be set on a per-viewport basis.
Generates and returns an Image containing the radiance map for the specified environment
RID's sky. This supports built-in sky material and custom sky shaders. If bake_irradiance
is true
, the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also sky_bake_panorama.
Note: The image is saved in linear color space without any tonemapping performed, which means it will look too dark if viewed directly in an image editor.
Note: size
should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than Sky.radiance_size, as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.
Creates an environment and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all environment_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is Environment.
If enable
is true
, enables bicubic upscaling for glow which improves quality at the cost of performance. Equivalent to ProjectSettings.rendering/environment/glow/upscale_mode.
Sets the values to be used with the "adjustments" post-process effect. See Environment for more details.
Sets the values to be used for ambient light rendering. See Environment for more details.
Sets the environment's background mode. Equivalent to Environment.background_mode.
Color displayed for clear areas of the scene. Only effective if using the ENV_BG_COLOR background mode.
Sets the intensity of the background color.
Sets the maximum layer to use if using Canvas background mode.
Configures fog for the specified environment RID. See fog_*
properties in Environment for more information.
Configures glow for the specified environment RID. See glow_*
properties in Environment for more information.
Configures signed distance field global illumination for the specified environment RID. See sdfgi_*
properties in Environment for more information.
Sets the number of frames to use for converging signed distance field global illumination. Equivalent to ProjectSettings.rendering/global_illumination/sdfgi/frames_to_converge.
Sets the update speed for dynamic lights' indirect lighting when computing signed distance field global illumination. Equivalent to ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights.
Sets the number of rays to throw per frame when computing signed distance field global illumination. Equivalent to ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count.
Sets the Sky to be used as the environment's background when using BGMode sky. Equivalent to Environment.sky.
Sets a custom field of view for the background Sky. Equivalent to Environment.sky_custom_fov.
Sets the rotation of the background Sky expressed as a Basis. Equivalent to Environment.sky_rotation, where the rotation vector is used to construct the Basis.
Sets the variables to be used with the screen-space ambient occlusion (SSAO) post-process effect. See Environment for more details.
Sets the quality level of the screen-space ambient occlusion (SSAO) post-process effect. See Environment for more details.
Sets the quality level of the screen-space indirect lighting (SSIL) post-process effect. See Environment for more details.
Sets the variables to be used with the screen-space reflections (SSR) post-process effect. See Environment for more details.
There is currently no description for this method. Please help us by contributing one!
Sets the variables to be used with the "tonemap" post-process effect. See Environment for more details.
Sets the variables to be used with the volumetric fog post-process effect. See Environment for more details.
Enables filtering of the volumetric fog scattering buffer. This results in much smoother volumes with very few under-sampling artifacts.
Sets the resolution of the volumetric fog's froxel buffer. size
is modified by the screen's aspect ratio and then used to set the width and height of the buffer. While depth
is directly used to set the depth of the buffer.
Creates a new fog volume and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all fog_volume_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent node is FogVolume.
Sets the Material of the fog volume. Can be either a FogMaterial or a custom ShaderMaterial.
Sets the shape of the fog volume to either FOG_VOLUME_SHAPE_ELLIPSOID, FOG_VOLUME_SHAPE_CONE, FOG_VOLUME_SHAPE_CYLINDER, FOG_VOLUME_SHAPE_BOX or FOG_VOLUME_SHAPE_WORLD.
Sets the size of the fog volume when shape is FOG_VOLUME_SHAPE_ELLIPSOID, FOG_VOLUME_SHAPE_CONE, FOG_VOLUME_SHAPE_CYLINDER or FOG_VOLUME_SHAPE_BOX.
Forces redrawing of all viewports at once. Must be called from the main thread.
Forces a synchronization between the CPU and GPU, which may be required in certain cases. Only call this when needed, as CPU-GPU synchronization has a performance cost.
Tries to free an object in the RenderingServer. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingServer directly.
Returns the default clear color which is used when a specific clear color has not been selected. See also set_default_clear_color.
Returns the time taken to setup rendering on the CPU in milliseconds. This value is shared across all viewports and does not require viewport_set_measure_render_time to be enabled on a viewport to be queried. See also viewport_get_measured_render_time_cpu.
Returns the global RenderingDevice.
Note: When using the OpenGL backend or when running in headless mode, this function always returns null
.
Returns a statistic about the rendering engine which can be used for performance profiling. See RenderingInfo for a list of values that can be queried. See also viewport_get_render_info, which returns information specific to a viewport.
Note: Only 3D rendering is currently taken into account by some of these values, such as the number of draw calls.
Note: Rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, get_rendering_info returns 0
. To print rendering information in _ready()
successfully, use the following:
Returns the parameters of a shader.
Returns the RID of the test cube. This mesh will be created and returned on the first call to get_test_cube, then it will be cached for subsequent calls. See also make_sphere_mesh.
Returns the RID of a 256×256 texture with a testing pattern on it (in Image.FORMAT_RGB8 format). This texture will be created and returned on the first call to get_test_texture, then it will be cached for subsequent calls. See also get_white_texture.
Example of getting the test texture and applying it to a Sprite2D node:
Returns the version of the graphics video adapter currently in use (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version. See also OS.get_video_adapter_driver_info.
Note: When running a headless or server binary, this function returns an empty string.
Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2").
Note: When running a headless or server binary, this function returns an empty string.
Note: On the web platform, some browsers such as Firefox may report a different, fixed GPU name such as "GeForce GTX 980" (regardless of the user's actual GPU model). This is done to make fingerprinting more difficult.
Returns the type of the video adapter. Since dedicated graphics cards from a given generation will usually be significantly faster than integrated graphics made in the same generation, the device type can be used as a basis for automatic graphics settings adjustment. However, this is not always true, so make sure to provide users with a way to manually override graphics settings.
Note: When using the OpenGL backend or when running in headless mode, this function always returns RenderingDevice.DEVICE_TYPE_OTHER.
Returns the vendor of the video adapter (e.g. "NVIDIA Corporation").
Note: When running a headless or server binary, this function returns an empty string.
Returns the ID of a 4×4 white texture (in Image.FORMAT_RGB8 format). This texture will be created and returned on the first call to get_white_texture, then it will be cached for subsequent calls. See also get_test_texture.
Example of getting the white texture and applying it to a Sprite2D node:
If half_resolution
is true
, renders VoxelGI and SDFGI (Environment.sdfgi_enabled) buffers at halved resolution on each axis (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. LightmapGI rendering is not affected by this setting. Equivalent to ProjectSettings.rendering/global_illumination/gi/use_half_resolution.
Creates a new global shader uniform.
Note: Global shader parameter names are case-sensitive.
Returns the value of the global shader uniform specified by name
.
Note: global_shader_parameter_get has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.
Returns the list of global shader uniform names.
Note: global_shader_parameter_get has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.
Returns the type associated to the global shader uniform specified by name
.
Note: global_shader_parameter_get has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.
Removes the global shader uniform specified by name
.
Sets the global shader uniform name
to value
.
Overrides the global shader uniform name
with value
. Equivalent to the ShaderGlobalsOverride node.
Returns true
if changes have been made to the RenderingServer's data. force_draw is usually called if this happens.
Deprecated. This method has not been used since Godot 3.0. Always returns false.
Returns true
if the OS supports a certain feature
. Features might be s3tc
, etc
, and etc2
.
Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with instances_cull_aabb, instances_cull_convex, and instances_cull_ray.
Attaches a skeleton to an instance. Removes the previous skeleton from the instance.
Creates a visual instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all instance_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, reflection probes and decals need to be associated with an instance to be visible in the scenario using instance_set_base.
Note: The equivalent node is VisualInstance3D.
Creates a visual instance, adds it to the RenderingServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all instance_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method. This is a shorthand for using instance_create and setting the base and scenario manually.
Returns the value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to GeometryInstance3D.get_instance_shader_parameter.
Note: Per-instance shader parameter names are case-sensitive.
Returns the default value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to GeometryInstance3D.get_instance_shader_parameter.
Returns a dictionary of per-instance shader uniform names of the per-instance shader uniform from the specified 3D geometry instance. The returned dictionary is in PropertyInfo format, with the keys name
, class_name
, type
, hint
, hint_string
and usage
. Equivalent to GeometryInstance3D.get_instance_shader_parameter.
Sets the shadow casting setting to one of ShadowCastingSetting. Equivalent to GeometryInstance3D.cast_shadow.
Sets the flag for a given InstanceFlags. See InstanceFlags for more details.
Sets the lightmap GI instance to use for the specified 3D geometry instance. The lightmap UV scale for the specified instance (equivalent to GeometryInstance3D.gi_lightmap_scale) and lightmap atlas slice must also be specified.
Sets the level of detail bias to use when rendering the specified 3D geometry instance. Higher values result in higher detail from further away. Equivalent to GeometryInstance3D.lod_bias.
Sets a material that will be rendered for all surfaces on top of active materials for the mesh associated with this instance. Equivalent to GeometryInstance3D.material_overlay.
Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to GeometryInstance3D.material_override.
Sets the per-instance shader uniform on the specified 3D geometry instance. Equivalent to GeometryInstance3D.set_instance_shader_parameter.
Sets the transparency for the given geometry instance. Equivalent to GeometryInstance3D.transparency.
A transparency of 0.0
is fully opaque, while 1.0
is fully transparent. Values greater than 0.0
(exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting transparency
to a value greater than 0.0
(exclusive) will not disable shadow rendering.
In spatial shaders, 1.0 - transparency
is set as the default value of the ALPHA
built-in.
Note: transparency
is clamped between 0.0
and 1.0
, so this property cannot be used to make transparent materials more opaque than they originally are.
Sets the visibility range values for the given geometry instance. Equivalent to GeometryInstance3D.visibility_range_begin and related properties.
Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, particle system, reflection probe, decal, lightmap, voxel GI and visibility notifiers are all types that can be set as the base of an instance in order to be displayed in the scenario.
Sets the weight for a given blend shape associated with this instance.
Sets a custom AABB to use when culling objects from the view frustum. Equivalent to setting GeometryInstance3D.custom_aabb.
Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to GeometryInstance3D.extra_cull_margin.
If true
, ignores both frustum and occlusion culling on the specified 3D geometry instance. This is not the same as GeometryInstance3D.ignore_occlusion_culling, which only ignores occlusion culling and leaves frustum culling intact.
Sets the render layers that this instance will be drawn to. Equivalent to VisualInstance3D.layers.
Sets the sorting offset and switches between using the bounding box or instance origin for depth sorting.
Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in.
Sets the override material of a specific surface. Equivalent to MeshInstance3D.set_surface_override_material.
Sets the world space transform of the instance. Equivalent to Node3D.transform.
Sets the visibility parent for the given instance. Equivalent to Node3D.visibility_parent.
Sets whether an instance is drawn or not. Equivalent to Node3D.visible.
Returns an array of object IDs intersecting with the provided AABB. Only 3D nodes that inherit from VisualInstance3D are considered, such as MeshInstance3D or DirectionalLight3D. Use @GlobalScope.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World3D you want to query. This forces an update for all resources queued to update.
Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
Returns an array of object IDs intersecting with the provided convex shape. Only 3D nodes that inherit from VisualInstance3D are considered, such as MeshInstance3D or DirectionalLight3D. Use @GlobalScope.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World3D you want to query. This forces an update for all resources queued to update.
Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
Returns an array of object IDs intersecting with the provided 3D ray. Only 3D nodes that inherit from VisualInstance3D are considered, such as MeshInstance3D or DirectionalLight3D. Use @GlobalScope.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World3D you want to query. This forces an update for all resources queued to update.
Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
If true
, this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to DirectionalLight3D.directional_shadow_blend_splits.
Sets the shadow mode for this directional light. Equivalent to DirectionalLight3D.directional_shadow_mode. See LightDirectionalShadowMode for options.
If true
, this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to OmniLight3D.omni_shadow_mode.
Sets the texture filter mode to use when rendering light projectors. This parameter is global and cannot be set on a per-light basis.
Sets the bake mode to use for the specified 3D light. Equivalent to Light3D.light_bake_mode.
Sets the color of the light. Equivalent to Light3D.light_color.
Sets the cull mask for this 3D light. Lights only affect objects in the selected layers. Equivalent to Light3D.light_cull_mask.
Sets the distance fade for this 3D light. This acts as a form of level of detail (LOD) and can be used to improve performance. Equivalent to Light3D.distance_fade_enabled, Light3D.distance_fade_begin, Light3D.distance_fade_shadow, and Light3D.distance_fade_length.
Sets the maximum SDFGI cascade in which the 3D light's indirect lighting is rendered. Higher values allow the light to be rendered in SDFGI further away from the camera.
If true
, the 3D light will subtract light instead of adding light. Equivalent to Light3D.light_negative.
Sets the specified 3D light parameter. See LightParam for options. Equivalent to Light3D.set_param.
Sets the projector texture to use for the specified 3D light. Equivalent to Light3D.light_projector.
If true
, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with instance_geometry_set_cast_shadows_setting. Equivalent to Light3D.shadow_reverse_cull_face.
If true
, light will cast shadows. Equivalent to Light3D.shadow_enabled.
Creates a new lightmap global illumination instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all lightmap_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent node is LightmapGI.
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There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
Used to inform the renderer what exposure normalization value was used while baking the lightmap. This value will be used and modulated at run time to ensure that the lightmap maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see camera_attributes_set_exposure.
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There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
Set the textures on the given lightmap
GI instance to the texture array pointed to by the light
RID. If the lightmap texture was baked with LightmapGI.directional set to true
, then uses_sh
must also be true
.
Returns a mesh of a sphere with the given number of horizontal subdivisions, vertical subdivisions and radius. See also get_test_cube.
Creates an empty material and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all material_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is Material.
Returns the value of a certain material's parameter.
Sets an object's next material.
Sets a material's parameter.
Sets a material's render priority.
Sets a shader material's shader.
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Removes all surfaces from a mesh.
Creates a new mesh and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all mesh_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
To place in a scene, attach this mesh to an instance using instance_set_base using the returned RID.
Note: The equivalent resource is Mesh.
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Returns a mesh's blend shape count.
Returns a mesh's blend shape mode.
Returns a mesh's custom aabb.
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Returns a mesh's number of surfaces.
Sets a mesh's blend shape mode.
Sets a mesh's custom aabb.
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Returns a mesh's surface's buffer arrays.
Returns a mesh's surface's arrays for blend shapes.
Returns the stride of the attribute buffer for a mesh with given format
.
Returns the stride of the combined normals and tangents for a mesh with given format
. Note importantly that, while normals and tangents are in the vertex buffer with vertices, they are only interleaved with each other and so have a different stride than vertex positions.
Returns the offset of a given attribute by array_index
in the start of its respective buffer.
Returns the stride of the skin buffer for a mesh with given format
.
Returns the stride of the vertex positions for a mesh with given format
. Note importantly that vertex positions are stored consecutively and are not interleaved with the other attributes in the vertex buffer (normals and tangents).
Returns a mesh's surface's material.
Sets a mesh's surface's material.
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There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
Creates a new multimesh on the RenderingServer and returns an RID handle. This RID will be used in all multimesh_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
To place in a scene, attach this multimesh to an instance using instance_set_base using the returned RID.
Note: The equivalent resource is MultiMesh.
Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.
Returns the MultiMesh data (such as instance transforms, colors, etc). See multimesh_set_buffer for a description of the returned data.
Note: If the buffer is in the engine's internal cache, it will have to be fetched from GPU memory and possibly decompressed. This means multimesh_get_buffer is potentially a slow operation and should be avoided whenever possible.
Returns the number of instances allocated for this multimesh.
Returns the RID of the mesh that will be used in drawing this multimesh.
Returns the number of visible instances for this multimesh.
Returns the color by which the specified instance will be modulated.
Returns the custom data associated with the specified instance.
Returns the Transform3D of the specified instance.
Returns the Transform2D of the specified instance. For use when the multimesh is set to use 2D transforms.
Sets the color by which this instance will be modulated. Equivalent to MultiMesh.set_instance_color.
Sets the custom data for this instance. Custom data is passed as a Color, but is interpreted as a vec4
in the shader. Equivalent to MultiMesh.set_instance_custom_data.
Sets the Transform3D for this instance. Equivalent to MultiMesh.set_instance_transform.
Sets the Transform2D for this instance. For use when multimesh is used in 2D. Equivalent to MultiMesh.set_instance_transform_2d.
Set the entire data to use for drawing the multimesh
at once to buffer
(such as instance transforms and colors). buffer
's size must match the number of instances multiplied by the per-instance data size (which depends on the enabled MultiMesh fields). Otherwise, an error message is printed and nothing is rendered. See also multimesh_get_buffer.
The per-instance data size and expected data order is:
Sets the mesh to be drawn by the multimesh. Equivalent to MultiMesh.mesh.
Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to MultiMesh.visible_instance_count.
Creates an occluder instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all occluder_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is Occluder3D (not to be confused with the OccluderInstance3D node).
Sets the mesh data for the given occluder RID, which controls the shape of the occlusion culling that will be performed.
Creates a new omni light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most light_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
To place in a scene, attach this omni light to an instance using instance_set_base using the returned RID.
Note: The equivalent node is OmniLight3D.
Creates a new 3D GPU particle collision or attractor and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most particles_collision_*
RenderingServer functions.
Note: The equivalent nodes are GPUParticlesCollision3D and GPUParticlesAttractor3D.
Requests an update for the 3D GPU particle collision heightfield. This may be automatically called by the 3D GPU particle collision heightfield depending on its GPUParticlesCollisionHeightField3D.update_mode.
Sets the attenuation curve
for the 3D GPU particles attractor specified by the particles_collision
RID. Only used for attractors, not colliders. Equivalent to GPUParticlesAttractor3D.attenuation.
Sets the directionality amount
for the 3D GPU particles attractor specified by the particles_collision
RID. Only used for attractors, not colliders. Equivalent to GPUParticlesAttractor3D.directionality.
Sets the strength
for the 3D GPU particles attractor specified by the particles_collision
RID. Only used for attractors, not colliders. Equivalent to GPUParticlesAttractor3D.strength.
Sets the extents
for the 3D GPU particles collision by the particles_collision
RID. Equivalent to GPUParticlesCollisionBox3D.size, GPUParticlesCollisionSDF3D.size, GPUParticlesCollisionHeightField3D.size, GPUParticlesAttractorBox3D.size or GPUParticlesAttractorVectorField3D.size depending on the particles_collision
type.
Sets the collision or attractor shape type
for the 3D GPU particles collision or attractor specified by the particles_collision
RID.
Sets the cull mask
for the 3D GPU particles collision or attractor specified by the particles_collision
RID. Equivalent to GPUParticlesCollision3D.cull_mask or GPUParticlesAttractor3D.cull_mask depending on the particles_collision
type.
Sets the signed distance field texture
for the 3D GPU particles collision specified by the particles_collision
RID. Equivalent to GPUParticlesCollisionSDF3D.texture or GPUParticlesAttractorVectorField3D.texture depending on the particles_collision
type.
Sets the heightmap resolution
for the 3D GPU particles heightfield collision specified by the particles_collision
RID. Equivalent to GPUParticlesCollisionHeightField3D.resolution.
Sets the radius
for the 3D GPU particles sphere collision or attractor specified by the particles_collision
RID. Equivalent to GPUParticlesCollisionSphere3D.radius or GPUParticlesAttractorSphere3D.radius depending on the particles_collision
type.
Creates a GPU-based particle system and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all particles_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
To place in a scene, attach these particles to an instance using instance_set_base using the returned RID.
Note: The equivalent nodes are GPUParticles2D and GPUParticles3D.
Note: All particles_*
methods only apply to GPU-based particles, not CPU-based particles. CPUParticles2D and CPUParticles3D do not have equivalent RenderingServer functions available, as these use MultiMeshInstance2D and MultiMeshInstance3D under the hood (see multimesh_*
methods).
Manually emits particles from the particles
instance.
Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to GPUParticles3D.capture_aabb.
Returns true
if particles are currently set to emitting.
Returns true
if particles are not emitting and particles are set to inactive.
Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to instances_cull_aabb, instances_cull_convex, or instances_cull_ray.
Reset the particles on the next update. Equivalent to GPUParticles3D.restart.
Sets the number of particles to be drawn and allocates the memory for them. Equivalent to GPUParticles3D.amount.
Sets the amount ratio for particles to be emitted. Equivalent to GPUParticles3D.amount_ratio.
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Sets a custom axis-aligned bounding box for the particle system. Equivalent to GPUParticles3D.visibility_aabb.
Sets the draw order of the particles to one of the named enums from ParticlesDrawOrder. See ParticlesDrawOrder for options. Equivalent to GPUParticles3D.draw_order.
Sets the mesh to be used for the specified draw pass. Equivalent to GPUParticles3D.draw_pass_1, GPUParticles3D.draw_pass_2, GPUParticles3D.draw_pass_3, and GPUParticles3D.draw_pass_4.
Sets the number of draw passes to use. Equivalent to GPUParticles3D.draw_passes.
Sets the Transform3D that will be used by the particles when they first emit.
Sets the velocity of a particle node, that will be used by ParticleProcessMaterial.inherit_velocity_ratio.
If true
, particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to GPUParticles3D.emitting.
Sets the explosiveness ratio. Equivalent to GPUParticles3D.explosiveness.
Sets the frame rate that the particle system rendering will be fixed to. Equivalent to GPUParticles3D.fixed_fps.
If true
, uses fractional delta which smooths the movement of the particles. Equivalent to GPUParticles3D.fract_delta.
Sets the value that informs a ParticleProcessMaterial to rush all particles towards the end of their lifetime.
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Sets the lifetime of each particle in the system. Equivalent to GPUParticles3D.lifetime.
Sets whether the GPU particles specified by the particles
RID should be rendered in 2D or 3D according to mode
.
If true
, particles will emit once and then stop. Equivalent to GPUParticles3D.one_shot.
Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to GPUParticles3D.preprocess.
Sets the material for processing the particles.
Note: This is not the material used to draw the materials. Equivalent to GPUParticles3D.process_material.
Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to GPUParticles3D.randomness.
Sets the speed scale of the particle system. Equivalent to GPUParticles3D.speed_scale.
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There is currently no description for this method. Please help us by contributing one!
If enable
is true
, enables trails for the particles
with the specified length_sec
in seconds. Equivalent to GPUParticles3D.trail_enabled and GPUParticles3D.trail_lifetime.
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If true
, particles use local coordinates. If false
they use global coordinates. Equivalent to GPUParticles3D.local_coords.
Sets the filter quality for omni and spot light shadows in 3D. See also ProjectSettings.rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality. This parameter is global and cannot be set on a per-viewport basis.
Creates a reflection probe and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all reflection_probe_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
To place in a scene, attach this reflection probe to an instance using instance_set_base using the returned RID.
Note: The equivalent node is ReflectionProbe.
Sets the reflection probe's custom ambient light color. Equivalent to ReflectionProbe.ambient_color.
Sets the reflection probe's custom ambient light energy. Equivalent to ReflectionProbe.ambient_color_energy.
Sets the reflection probe's ambient light mode. Equivalent to ReflectionProbe.ambient_mode.
If true
, reflections will ignore sky contribution. Equivalent to ReflectionProbe.interior.
Sets the render cull mask for this reflection probe. Only instances with a matching layer will be reflected by this probe. Equivalent to ReflectionProbe.cull_mask.
If true
, uses box projection. This can make reflections look more correct in certain situations. Equivalent to ReflectionProbe.box_projection.
If true
, computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to ReflectionProbe.enable_shadows.
Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to ReflectionProbe.intensity.
Sets the max distance away from the probe an object can be before it is culled. Equivalent to ReflectionProbe.max_distance.
Sets the mesh level of detail to use in the reflection probe rendering. Higher values will use less detailed versions of meshes that have LOD variations generated, which can improve performance. Equivalent to ReflectionProbe.mesh_lod_threshold.
Sets the origin offset to be used when this reflection probe is in box project mode. Equivalent to ReflectionProbe.origin_offset.
Sets the render reflection mask for this reflection probe. Only instances with a matching layer will have reflections applied from this probe. Equivalent to ReflectionProbe.reflection_mask.
Sets the resolution to use when rendering the specified reflection probe. The resolution
is specified for each cubemap face: for instance, specifying 512
will allocate 6 faces of 512×512 each (plus mipmaps for roughness levels).
Sets the size of the area that the reflection probe will capture. Equivalent to ReflectionProbe.size.
Sets how often the reflection probe updates. Can either be once or every frame. See ReflectionProbeUpdateMode for options.
Schedules a callback to the given callable after a frame has been drawn.
Creates a scenario and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all scenario_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
The scenario is the 3D world that all the visual instances exist in.
Sets the camera attributes (effects
) that will be used with this scenario. See also CameraAttributes.
Sets the environment that will be used with this scenario. See also Environment.
Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.
Sets the screen-space roughness limiter parameters, such as whether it should be enabled and its thresholds. Equivalent to ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/enabled, ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/amount and ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/limit.
Sets a boot image. The color defines the background color. If scale
is true
, the image will be scaled to fit the screen size. If use_filter
is true
, the image will be scaled with linear interpolation. If use_filter
is false
, the image will be scaled with nearest-neighbor interpolation.
This method is currently unimplemented and does nothing if called with generate
set to true
.
Sets the default clear color which is used when a specific clear color has not been selected. See also get_default_clear_color.
Creates an empty shader and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all shader_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is Shader.
Returns a shader's source code as a string.
Returns a default texture from a shader searched by name.
Note: If the sampler array is used use index
to access the specified texture.
Returns the default value for the specified shader uniform. This is usually the value written in the shader source code.
Sets the shader's source code (which triggers recompilation after being changed).
Sets a shader's default texture. Overwrites the texture given by name.
Note: If the sampler array is used use index
to access the specified texture.
Sets the path hint for the specified shader. This should generally match the Shader resource's Resource.resource_path.
There is currently no description for this method. Please help us by contributing one!
Returns the Transform3D set for a specific bone of this skeleton.
Returns the Transform2D set for a specific bone of this skeleton.
Sets the Transform3D for a specific bone of this skeleton.
Sets the Transform2D for a specific bone of this skeleton.
Creates a skeleton and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all skeleton_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Returns the number of bones allocated for this skeleton.
There is currently no description for this method. Please help us by contributing one!
Generates and returns an Image containing the radiance map for the specified sky
RID. This supports built-in sky material and custom sky shaders. If bake_irradiance
is true
, the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also environment_bake_panorama.
Note: The image is saved in linear color space without any tonemapping performed, which means it will look too dark if viewed directly in an image editor. energy
values above 1.0
can be used to brighten the resulting image.
Note: size
should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than Sky.radiance_size, as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.
Creates an empty sky and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all sky_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Sets the material that the sky uses to render the background, ambient and reflection maps.
Sets the process mode
of the sky specified by the sky
RID. Equivalent to Sky.process_mode.
Sets the radiance_size
of the sky specified by the sky
RID (in pixels). Equivalent to Sky.radiance_size.
Creates a spot light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most light_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
To place in a scene, attach this spot light to an instance using instance_set_base using the returned RID.
Sets ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality to use when rendering materials that have subsurface scattering enabled.
Sets the ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale and ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale to use when rendering materials that have subsurface scattering enabled.
Creates a 2-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all texture_2d_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is Texture2D.
Note: Not to be confused with RenderingDevice.texture_create, which creates the graphics API's own texture type as opposed to the Godot-specific Texture2D resource.
Example of getting the test texture from get_test_texture and applying it to a Sprite2D node:
Returns an Image instance from the given texture
RID and layer
.
Creates a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all texture_2d_layered_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is TextureLayered.
Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all texture_2d_layered_*
RenderingServer functions, although it does nothing when used. See also texture_2d_placeholder_create.
Note: The equivalent resource is PlaceholderTextureLayered.
Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all texture_2d_layered_*
RenderingServer functions, although it does nothing when used. See also texture_2d_layered_placeholder_create
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is PlaceholderTexture2D.
Updates the texture specified by the texture
RID with the data in image
. A layer
must also be specified, which should be 0
when updating a single-layer texture (Texture2D).
Note: The image
must have the same width, height and format as the current texture
data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height or format, use texture_replace instead.
Note: The equivalent resource is Texture3D.
Returns 3D texture data as an array of Images for the specified texture RID.
Creates a placeholder for a 3-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all texture_3d_*
RenderingServer functions, although it does nothing when used.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent resource is PlaceholderTexture3D.
Updates the texture specified by the texture
RID's data with the data in data
. All the texture's layers must be replaced at once.
Note: The texture
must have the same width, height, depth and format as the current texture data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height, depth or format, use texture_replace instead.
Returns the format for the texture.
Returns the internal graphics handle for this texture object. For use when communicating with third-party APIs mostly with GDExtension.
Note: This function returns a uint64_t
which internally maps to a GLuint
(OpenGL) or VkImage
(Vulkan).
There is currently no description for this method. Please help us by contributing one!
Returns a texture RID that can be used with RenderingDevice.
Deprecated. ProxyTexture was removed in Godot 4, so this method does nothing when called and always returns a null RID.
Deprecated. ProxyTexture was removed in Godot 4, so this method cannot be used anymore.
Creates a new texture object based on a texture created directly on the RenderingDevice. If the texture contains layers, layer_type
is used to define the layer type.
Replaces texture
's texture data by the texture specified by the by_texture
RID, without changing texture
's RID.
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
Sets a viewport's camera.
Sets a viewport's canvas.
Copies the viewport to a region of the screen specified by rect
. If viewport_set_render_direct_to_screen is true
, then the viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to.
For example, you can set the root viewport to not render at all with the following code:
FIXME: The method seems to be non-existent.
Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see viewport_set_render_direct_to_screen.
Creates an empty viewport and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all viewport_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent node is Viewport.
Returns the CPU time taken to render the last frame in milliseconds. This only includes time spent in rendering-related operations; scripts' _process
functions and other engine subsystems are not included in this readout. To get a complete readout of CPU time spent to render the scene, sum the render times of all viewports that are drawn every frame plus get_frame_setup_time_cpu. Unlike Engine.get_frames_per_second, this method will accurately reflect CPU utilization even if framerate is capped via V-Sync or Engine.max_fps. See also viewport_get_measured_render_time_gpu.
Note: Requires measurements to be enabled on the specified viewport
using viewport_set_measure_render_time. Otherwise, this method returns 0.0
.
Returns the GPU time taken to render the last frame in milliseconds. To get a complete readout of GPU time spent to render the scene, sum the render times of all viewports that are drawn every frame. Unlike Engine.get_frames_per_second, this method accurately reflects GPU utilization even if framerate is capped via V-Sync or Engine.max_fps. See also viewport_get_measured_render_time_gpu.
Note: Requires measurements to be enabled on the specified viewport
using viewport_set_measure_render_time. Otherwise, this method returns 0.0
.
Note: When GPU utilization is low enough during a certain period of time, GPUs will decrease their power state (which in turn decreases core and memory clock speeds). This can cause the reported GPU time to increase if GPU utilization is kept low enough by a framerate cap (compared to what it would be at the GPU's highest power state). Keep this in mind when benchmarking using viewport_get_measured_render_time_gpu. This behavior can be overridden in the graphics driver settings at the cost of higher power usage.
Returns a statistic about the rendering engine which can be used for performance profiling. This is separated into render pass type
s, each of them having the same info
s you can query (different passes will return different values). See ViewportRenderInfoType for a list of render pass types and ViewportRenderInfo for a list of information that can be queried.
See also get_rendering_info, which returns global information across all viewports.
Note: Viewport rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, viewport_get_render_info returns 0
. To print rendering information in _ready()
successfully, use the following:
Returns the render target for the viewport.
Returns the viewport's last rendered frame.
Detaches a viewport from a canvas and vice versa.
If true
, sets the viewport active, else sets it inactive.
Sets the rendering mask associated with this Viewport. Only CanvasItem nodes with a matching rendering visibility layer will be rendered by this Viewport.
Sets the stacking order for a viewport's canvas.
layer
is the actual canvas layer, while sublayer
specifies the stacking order of the canvas among those in the same layer.
Sets the transformation of a viewport's canvas.
Sets the clear mode of a viewport. See ViewportClearMode for options.
Sets the debug draw mode of a viewport. See ViewportDebugDraw for options.
Sets the default texture filtering mode for the specified viewport
RID. See CanvasItemTextureFilter for options.
Sets the default texture repeat mode for the specified viewport
RID. See CanvasItemTextureRepeat for options.
If true
, the viewport's canvas (i.e. 2D and GUI elements) is not rendered.
If true
, the viewport's 3D elements are not rendered.
Sets the viewport's environment mode which allows enabling or disabling rendering of 3D environment over 2D canvas. When disabled, 2D will not be affected by the environment. When enabled, 2D will be affected by the environment if the environment background mode is ENV_BG_CANVAS. The default behavior is to inherit the setting from the viewport's parent. If the topmost parent is also set to VIEWPORT_ENVIRONMENT_INHERIT, then the behavior will be the same as if it was set to VIEWPORT_ENVIRONMENT_ENABLED.
Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
Sets the viewport's global transformation matrix.
Sets the measurement for the given viewport
RID (obtained using Viewport.get_viewport_rid). Once enabled, viewport_get_measured_render_time_cpu and viewport_get_measured_render_time_gpu will return values greater than 0.0
when queried with the given viewport
.
Sets the multisample anti-aliasing mode for 2D/Canvas on the specified viewport
RID. See ViewportMSAA for options.
Sets the multisample anti-aliasing mode for 3D on the specified viewport
RID. See ViewportMSAA for options.
Sets the ProjectSettings.rendering/occlusion_culling/bvh_build_quality to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.
Sets the ProjectSettings.rendering/occlusion_culling/occlusion_rays_per_thread to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.
Sets the viewport's parent to the viewport specified by the parent_viewport
RID.
Sets the number of subdivisions to use in the specified shadow atlas quadrant
for omni and spot shadows. See also Viewport.set_positional_shadow_atlas_quadrant_subdiv.
Sets the size
of the shadow atlas's images (used for omni and spot lights) on the viewport specified by the viewport
RID. The value is rounded up to the nearest power of 2. If use_16_bits
is true
, use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
Note: If this is set to 0
, no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).
If true
, render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the screen_texture. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.
Sets the 3D resolution scaling mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.
Scales the 3D render buffer based on the viewport size uses an image filter specified in ViewportScaling3DMode to scale the output image to the full viewport size. Values lower than 1.0
can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than 1.0
are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also ViewportMSAA for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons.
When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale.
Sets a viewport's scenario. The scenario contains information about environment information, reflection atlas, etc.
Sets the viewport's screen-space antialiasing mode.
Sets the viewport's 2D signed distance field ProjectSettings.rendering/2d/sdf/oversize and ProjectSettings.rendering/2d/sdf/scale. This is used when sampling the signed distance field in CanvasItem shaders as well as GPUParticles2D collision. This is not used by SDFGI in 3D rendering.
Sets the viewport's width and height in pixels.
If true
, canvas item transforms (i.e. origin position) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when Camera2D smoothing is enabled. Equivalent to ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel.
If true
, canvas item vertices (i.e. polygon points) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when Camera2D smoothing is enabled. Equivalent to ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel.
Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between -0.75
and 0.0
. Enabling temporal antialiasing (ProjectSettings.rendering/anti_aliasing/quality/use_taa) can help reduce the graininess visible when using negative mipmap bias.
Note: When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is -log2(1.0 / scale) + mipmap_bias
.
If true
, the viewport renders its background as transparent.
Sets when the viewport should be updated. See ViewportUpdateMode constants for options.
If true
, enables debanding on the specified viewport. Equivalent to ProjectSettings.rendering/anti_aliasing/quality/use_debanding.
If true
, 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be a RGBA16
framebuffer, while when using the Mobile renderer it will be a RGB10_A2
framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the 0-1
range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as Viewport.use_hdr_2d.
Note: This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.
If true
, enables occlusion culling on the specified viewport. Equivalent to ProjectSettings.rendering/occlusion_culling/use_occlusion_culling.
If true
, use Temporal Anti-Aliasing. Equivalent to ProjectSettings.rendering/anti_aliasing/quality/use_taa.
If true
, the viewport uses augmented or virtual reality technologies. See XRInterface.
Sets the Variable Rate Shading (VRS) mode for the viewport. If the GPU does not support VRS, this property is ignored. Equivalent to ProjectSettings.rendering/vrs/mode.
The texture to use when the VRS mode is set to VIEWPORT_VRS_TEXTURE. Equivalent to ProjectSettings.rendering/vrs/texture.
Creates a new 3D visibility notifier object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all visibility_notifier_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
To place in a scene, attach this mesh to an instance using instance_set_base using the returned RID.
Note: The equivalent node is VisibleOnScreenNotifier3D.
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
Creates a new voxel-based global illumination object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all voxel_gi_*
RenderingServer functions.
Once finished with your RID, you will want to free the RID using the RenderingServer's free_rid method.
Note: The equivalent node is VoxelGI.
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
Used to inform the renderer what exposure normalization value was used while baking the voxel gi. This value will be used and modulated at run time to ensure that the voxel gi maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see camera_attributes_set_exposure.
Sets the VoxelGIData.bias value to use on the specified voxel_gi
's RID.
Sets the VoxelGIData.dynamic_range value to use on the specified voxel_gi
's RID.
Sets the VoxelGIData.energy value to use on the specified voxel_gi
's RID.
Sets the VoxelGIData.interior value to use on the specified voxel_gi
's RID.
Sets the VoxelGIData.normal_bias value to use on the specified voxel_gi
's RID.
Sets the VoxelGIData.propagation value to use on the specified voxel_gi
's RID.
Sets the ProjectSettings.rendering/global_illumination/voxel_gi/quality value to use when rendering. This parameter is global and cannot be set on a per-VoxelGI basis.
Sets the VoxelGIData.use_two_bounces value to use on the specified voxel_gi
's RID.