class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource Environment
Resource for environment nodes (like WorldEnvironment) that define multiple rendering options.
Resource for environment nodes (like WorldEnvironment) that define multiple environment operations (such as background Sky or Color, ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is:
- Depth of Field Blur
- Auto Exposure
- Glow
- Tonemap
- Adjustments
Enum BGMode<>():Enum

BG_CLEAR_COLOR:null = 0
Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/defaults/default_clear_color].


BG_COLOR:null = 1
Clears the background using a custom clear color.


BG_SKY:null = 2
Displays a user-defined sky in the background.


BG_CANVAS:null = 3
Displays a CanvasLayer in the background.


BG_KEEP:null = 4
Keeps on screen every pixel drawn in the background. This is the fastest background mode, but it can only be safely used in fully-interior scenes (no visible sky or sky reflections). If enabled in a scene where the background is visible, "ghost trail" artifacts will be visible when moving the camera.


BG_CAMERA_FEED:null = 5
Displays a camera feed in the background.


BG_MAX:null = 6
Represents the size of the BGMode enum.
Enum AmbientSource<>():Enum

AMBIENT_SOURCE_BG:null = 0
Gather ambient light from whichever source is specified as the background.


AMBIENT_SOURCE_DISABLED:null = 1
Disable ambient light. This provides a slight performance boost over AMBIENT_SOURCE_SKY.


AMBIENT_SOURCE_COLOR:null = 2
Specify a specific Color for ambient light. This provides a slight performance boost over AMBIENT_SOURCE_SKY.


AMBIENT_SOURCE_SKY:null = 3
Gather ambient light from the Sky regardless of what the background is.
Enum ReflectionSource<>():Enum

REFLECTION_SOURCE_BG:null = 0
Use the background for reflections.


REFLECTION_SOURCE_DISABLED:null = 1
Disable reflections. This provides a slight performance boost over other options.


REFLECTION_SOURCE_SKY:null = 2
Use the Sky for reflections regardless of what the background is.
Enum ToneMapper<>():Enum

TONE_MAPPER_LINEAR:null = 0
Does not modify color data, resulting in a linear tonemapping curve which unnaturally clips bright values, causing bright lighting to look blown out. The simplest and fastest tonemapper.


TONE_MAPPER_REINHARDT:null = 1
A simple tonemapping curve that rolls off bright values to prevent clipping. This results in an image that can appear dull and low contrast. Slower than TONE_MAPPER_LINEAR.
Note: When tonemap_white is left at the default value of 1.0, TONE_MAPPER_REINHARDT produces an identical image to TONE_MAPPER_LINEAR.


TONE_MAPPER_FILMIC:null = 2
Uses a film-like tonemapping curve to prevent clipping of bright values and provide better contrast than TONE_MAPPER_REINHARDT. Slightly slower than TONE_MAPPER_REINHARDT.


TONE_MAPPER_ACES:null = 3
Uses a high-contrast film-like tonemapping curve and desaturates bright values for a more realistic appearance. Slightly slower than TONE_MAPPER_FILMIC.
Note: This tonemapping operator is called "ACES Fitted" in Godot 3.x.


TONE_MAPPER_AGX:null = 4
Uses a film-like tonemapping curve and desaturates bright values for a more realistic appearance. Better than other tonemappers at maintaining the hue of colors as they become brighter. The slowest tonemapping option.
Note: tonemap_white is fixed at a value of 16.29, which makes TONE_MAPPER_AGX unsuitable for use with the Mobile rendering method.
Enum GlowBlendMode<>():Enum

GLOW_BLEND_MODE_ADDITIVE:null = 0
Adds the glow effect to the scene.


GLOW_BLEND_MODE_SCREEN:null = 1
Adds the glow effect to the scene after modifying the glow influence based on the scene value; dark values will be highly influenced by glow and bright values will not be influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. tonemap_white is used to determine the maximum scene value where the glow should have no influence. When tonemap_mode is set to TONE_MAPPER_LINEAR, a value of 1.0 will be used as the maximum scene value.


GLOW_BLEND_MODE_SOFTLIGHT:null = 2
Adds the glow effect to the tonemapped image after modifying the glow influence based on the image value; dark values and bright values will not be influenced by glow and mid-range values will be highly influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. The glow will have the largest influence on image values of 0.25 and will have no influence when applied to image values greater than 1.0.


GLOW_BLEND_MODE_REPLACE:null = 3
Replaces all pixels' color by the glow effect. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness or to preview glow configuration in the editor.


GLOW_BLEND_MODE_MIX:null = 4
Mixes the glow image with the scene image. Best used with glow_bloom to avoid darkening the scene.
Enum FogMode<>():Enum

FOG_MODE_EXPONENTIAL:null = 0
Use a physically-based fog model defined primarily by fog density.


FOG_MODE_DEPTH:null = 1
Use a simple fog model defined by start and end positions and a custom curve. While not physically accurate, this model can be useful when you need more artistic control.
Enum SDFGIYScale<>():Enum

SDFGI_Y_SCALE_50_PERCENT:null = 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.


SDFGI_Y_SCALE_75_PERCENT:null = 1
Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.


SDFGI_Y_SCALE_100_PERCENT:null = 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.
set get float adjustment_brightness<>():float set get
The global brightness value of the rendered scene. Effective only if adjustment_enabled is true.

set get Texture adjustment_color_correction<>():Texture set get
The Texture2D or Texture3D lookup table (LUT) to use for the built-in post-process color grading. Can use a GradientTexture1D for a 1-dimensional LUT, or a Texture3D for a more complex LUT. Effective only if adjustment_enabled is true.

set get float adjustment_contrast<>():float set get
The global contrast value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.

set get bool adjustment_enabled<>():bool set get
If true, enables the adjustment_* properties provided by this resource. If false, modifications to the adjustment_* properties will have no effect on the rendered scene.

set get float adjustment_saturation<>():float set get
The global color saturation value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.

set get Color ambient_light_color<>():Color set get
The ambient light's Color. Only effective if ambient_light_sky_contribution is lower than 1.0 (exclusive).

set get float ambient_light_energy<>():float set get
The ambient light's energy. The higher the value, the stronger the light. Only effective if ambient_light_sky_contribution is lower than 1.0 (exclusive).

set get float ambient_light_sky_contribution<>():float set get
Defines the amount of light that the sky brings on the scene. A value of 0.0 means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1.0 means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.

Note: ambient_light_sky_contribution is internally clamped between 0.0 and 1.0 (inclusive).
set get int ambient_light_source<>():int set get
The ambient light source to use for rendering materials and global illumination.

set get int background_camera_feed_id<>():int set get
The ID of the camera feed to show in the background.

set get int background_canvas_max_layer<>():int set get
The maximum layer ID to display. Only effective when using the BG_CANVAS background mode.

set get Color background_color<>():Color set get
The Color displayed for clear areas of the scene. Only effective when using the BG_COLOR background mode.

set get float background_energy_multiplier<>():float set get
Multiplier for background energy. Increase to make background brighter, decrease to make background dimmer.

set get float background_intensity<>():float set get
Luminance of background measured in nits (candela per square meter). Only used when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. The default value is roughly equivalent to the sky at midday.

set get int background_mode<>():int set get
The background mode.

set get float fog_aerial_perspective<>():float set get
If set above 0.0 (exclusive), blends between the fog's color and the color of the background Sky, as read from the radiance cubemap. This has a small performance cost when set above 0.0. Must have background_mode set to BG_SKY.

This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to 1.0, the fog color comes completely from the Sky. If set to 0.0, aerial perspective is disabled.
Notice that this does not sample the Sky directly, but rather the radiance cubemap. The cubemap is sampled at a mipmap level depending on the depth of the rendered pixel; the farther away, the higher the resolution of the sampled mipmap. This results in the actual color being a blurred version of the sky, with more blur closer to the camera. The highest mipmap resolution is used at a depth of [member Camera3D.far].
set get float fog_density<>():float set get
The fog density to be used. This is demonstrated in different ways depending on the fog_mode mode chosen:

Exponential Fog Mode: Higher values result in denser fog. The fog rendering is exponential like in real life.
Depth Fog mode: The maximum intensity of the deep fog, effect will appear in the distance (relative to the camera). At 1.0 the fog will fully obscure the scene, at 0.0 the fog will not be visible.
set get float fog_depth_begin<>():float set get
The fog's depth starting distance from the camera. Only available when fog_mode is set to FOG_MODE_DEPTH.

set get float fog_depth_curve<>():float set get
The fog depth's intensity curve. A number of presets are available in the Inspector by right-clicking the curve. Only available when fog_mode is set to FOG_MODE_DEPTH.

set get float fog_depth_end<>():float set get
The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera3D.far] value. Only available when fog_mode is set to FOG_MODE_DEPTH.

set get bool fog_enabled<>():bool set get
If true, fog effects are enabled.

set get float fog_height<>():float set get
The height at which the height fog effect begins.

set get float fog_height_density<>():float set get
The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value.

set get Color fog_light_color<>():Color set get
The fog's color.

set get float fog_light_energy<>():float set get
The fog's brightness. Higher values result in brighter fog.

set get int fog_mode<>():int set get
The fog mode.

set get float fog_sky_affect<>():float set get
The factor to use when affecting the sky with non-volumetric fog. 1.0 means that fog can fully obscure the sky. Lower values reduce the impact of fog on sky rendering, with 0.0 not affecting sky rendering at all.

Note: fog_sky_affect has no visual effect if fog_aerial_perspective is 1.0.
set get float fog_sun_scatter<>():float set get
If set above 0.0, renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog.

set get int glow_blend_mode<>():int set get
The glow blending mode.

Note: The Compatibility renderer always uses GLOW_BLEND_MODE_SCREEN and glow_blend_mode will have no effect.
set get float glow_bloom<>():float set get
The bloom's intensity. If set to a value higher than 0, this will make glow visible in areas darker than the glow_hdr_threshold.

set get bool glow_enabled<>():bool set get
If true, the glow effect is enabled. This simulates real world atmosphere and eye/camera behavior by causing bright pixels to bleed onto surrounding pixels.

Note: When using the Mobile rendering method, glow looks different due to the lower dynamic range available in the Mobile rendering method.
Note: When using the Compatibility rendering method, glow uses a different implementation with some properties being unavailable and hidden from the inspector: glow_levels/*, glow_normalized, glow_strength, glow_blend_mode, glow_mix, glow_map, and glow_map_strength. This implementation is optimized to run on low-end devices and is less flexible as a result.
set get float glow_hdr_luminance_cap<>():float set get
The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.

set get float glow_hdr_scale<>():float set get
The bleed scale of the HDR glow.

set get float glow_hdr_threshold<>():float set get
The lower threshold of the HDR glow. When using the Mobile rendering method (which only supports a lower dynamic range up to 2.0), this may need to be below 1.0 for glow to be visible. A value of 0.9 works well in this case. This value also needs to be decreased below 1.0 when using glow in 2D, as 2D rendering is performed in SDR.

set get float glow_intensity<>():float set get
The overall brightness multiplier of the glow effect. When using the Mobile rendering method (which only supports a lower dynamic range up to 2.0), this should be increased to 1.5 to compensate.

set get float glow_levels/1<>():float set get
The intensity of the 1st level of glow. This is the most "local" level (least blurry).

Note: [member glow_levels/1] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get float glow_levels/2<>():float set get
The intensity of the 2nd level of glow.

Note: [member glow_levels/2] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get float glow_levels/3<>():float set get
The intensity of the 3rd level of glow.

Note: [member glow_levels/3] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get float glow_levels/4<>():float set get
The intensity of the 4th level of glow.

Note: [member glow_levels/4] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get float glow_levels/5<>():float set get
The intensity of the 5th level of glow.

Note: [member glow_levels/5] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get float glow_levels/6<>():float set get
The intensity of the 6th level of glow.

Note: [member glow_levels/6] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get float glow_levels/7<>():float set get
The intensity of the 7th level of glow. This is the most "global" level (blurriest).

Note: [member glow_levels/7] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get Texture glow_map<>():Texture set get
The texture that should be used as a glow map to multiply the resulting glow color according to glow_map_strength. This can be used to create a "lens dirt" effect. The texture's RGB color channels are used for modulation, but the alpha channel is ignored.

Note: The texture will be stretched to fit the screen. Therefore, it's recommended to use a texture with an aspect ratio that matches your project's base aspect ratio (typically 16:9).
Note: glow_map has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get float glow_map_strength<>():float set get
How strong of an influence the glow_map should have on the overall glow effect. A strength of 0.0 means the glow map has no influence, while a strength of 1.0 means the glow map has full influence.

Note: If the glow map has black areas, a value of 1.0 can also turn off the glow effect entirely in specific areas of the screen.
Note: glow_map_strength has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get float glow_mix<>():float set get
When using the GLOW_BLEND_MODE_MIX glow_blend_mode, this controls how much the source image is blended with the glow layer. A value of 0.0 makes the glow rendering invisible, while a value of 1.0 is equivalent to GLOW_BLEND_MODE_REPLACE.

Note: glow_mix has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get bool glow_normalized<>():bool set get
If true, glow levels will be normalized so that summed together their intensities equal 1.0.

Note: glow_normalized has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get float glow_strength<>():float set get
The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the Mobile rendering method, this should be increased to compensate for the lower dynamic range.

Note: glow_strength has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
set get int reflected_light_source<>():int set get
The reflected (specular) light source.

set get float sdfgi_bounce_feedback<>():float set get
The energy multiplier applied to light every time it bounces from a surface when using SDFGI. Values greater than 0.0 will simulate multiple bounces, resulting in a more realistic appearance. Increasing sdfgi_bounce_feedback generally has no performance impact. See also sdfgi_energy.

Note: Values greater than 0.5 can cause infinite feedback loops and should be avoided in scenes with bright materials.
Note: If sdfgi_bounce_feedback is 0.0, indirect lighting will not be represented in reflections as light will only bounce one time.
set get float sdfgi_cascade0_distance<>():float set get
Note: This property is linked to sdfgi_min_cell_size and sdfgi_max_distance. Changing its value will automatically change those properties as well.

set get int sdfgi_cascades<>():int set get
The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, sdfgi_cascades can often be decreased between 1 and 4 to improve performance.

set get bool sdfgi_enabled<>():bool set get
If true, enables signed distance field global illumination for meshes that have their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not.

Note: SDFGI is only supported in the Forward+ rendering method, not Mobile or Compatibility.
Performance: SDFGI is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider LightmapGI instead). To improve SDFGI performance, enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings.
Note: Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
set get float sdfgi_energy<>():float set get
The energy multiplier to use for SDFGI. Higher values will result in brighter indirect lighting and reflections. See also sdfgi_bounce_feedback.

set get float sdfgi_max_distance<>():float set get
The maximum distance at which SDFGI is visible. Beyond this distance, environment lighting or other sources of GI such as ReflectionProbe will be used as a fallback.

Note: This property is linked to sdfgi_min_cell_size and sdfgi_cascade0_distance. Changing its value will automatically change those properties as well.
set get float sdfgi_min_cell_size<>():float set get
The cell size to use for the closest SDFGI cascade (in 3D units). Lower values allow SDFGI to be more precise up close, at the cost of making SDFGI updates more demanding. This can cause stuttering when the camera moves fast. Higher values allow SDFGI to cover more ground, while also reducing the performance impact of SDFGI updates.

Note: This property is linked to sdfgi_max_distance and sdfgi_cascade0_distance. Changing its value will automatically change those properties as well.
set get float sdfgi_normal_bias<>():float set get
The normal bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.

set get float sdfgi_probe_bias<>():float set get
The constant bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.

set get bool sdfgi_read_sky_light<>():bool set get
If true, SDFGI takes the environment lighting into account. This should be set to false for interior scenes.

set get bool sdfgi_use_occlusion<>():bool set get
If true, SDFGI uses an occlusion detection approach to reduce light leaking. Occlusion may however introduce dark blotches in certain spots, which may be undesired in mostly outdoor scenes. sdfgi_use_occlusion has a performance impact and should only be enabled when needed.

set get int sdfgi_y_scale<>():int set get
The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells being packed together more closely on the Y axis. This is used to balance between quality and covering a lot of vertical ground. sdfgi_y_scale should be set depending on how vertical your scene is (and how fast your camera may move on the Y axis).

set get Sky sky<>():Sky set get
The Sky resource used for this Environment.

set get float sky_custom_fov<>():float set get
If set to a value greater than 0.0, overrides the field of view to use for sky rendering. If set to 0.0, the same FOV as the current Camera3D is used for sky rendering.

set get Vector3 sky_rotation<>():Vector3 set get
The rotation to use for sky rendering.

set get float ssao_ao_channel_affect<>():float set get
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than 0 will make the SSAO effect visible in areas darkened by AO textures.

set get float ssao_detail<>():float set get
Sets the strength of the additional level of detail for the screen-space ambient occlusion effect. A high value makes the detail pass more prominent, but it may contribute to aliasing in your final image.

set get bool ssao_enabled<>():bool set get
If true, the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion.

Note: SSAO is only supported in the Forward+ rendering method, not Mobile or Compatibility.
set get float ssao_horizon<>():float set get
The threshold for considering whether a given point on a surface is occluded or not represented as an angle from the horizon mapped into the 0.0-1.0 range. A value of 1.0 results in no occlusion.

set get float ssao_intensity<>():float set get
The primary screen-space ambient occlusion intensity. Acts as a multiplier for the screen-space ambient occlusion effect. A higher value results in darker occlusion.

set get float ssao_light_affect<>():float set get
The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than 0 will make the SSAO effect visible in direct light.

set get float ssao_power<>():float set get
The distribution of occlusion. A higher value results in darker occlusion, similar to ssao_intensity, but with a sharper falloff.

set get float ssao_radius<>():float set get
The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality.

set get float ssao_sharpness<>():float set get
The amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.

set get bool ssil_enabled<>():bool set get
If true, the screen-space indirect lighting effect is enabled. Screen space indirect lighting is a form of indirect lighting that allows diffuse light to bounce between nearby objects. Screen-space indirect lighting works very similarly to screen-space ambient occlusion, in that it only affects a limited range. It is intended to be used along with a form of proper global illumination like SDFGI or VoxelGI. Screen-space indirect lighting is not affected by individual light's [member Light3D.light_indirect_energy].

Note: SSIL is only supported in the Forward+ rendering method, not Mobile or Compatibility.
set get float ssil_intensity<>():float set get
The brightness multiplier for the screen-space indirect lighting effect. A higher value will result in brighter light.

set get float ssil_normal_rejection<>():float set get
Amount of normal rejection used when calculating screen-space indirect lighting. Normal rejection uses the normal of a given sample point to reject samples that are facing away from the current pixel. Normal rejection is necessary to avoid light leaking when only one side of an object is illuminated. However, normal rejection can be disabled if light leaking is desirable, such as when the scene mostly contains emissive objects that emit light from faces that cannot be seen from the camera.

set get float ssil_radius<>():float set get
The distance that bounced lighting can travel when using the screen space indirect lighting effect. A larger value will result in light bouncing further in a scene, but may result in under-sampling artifacts which look like long spikes surrounding light sources.

set get float ssil_sharpness<>():float set get
The amount that the screen-space indirect lighting effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.

set get float ssr_depth_tolerance<>():float set get
The depth tolerance for screen-space reflections.

set get bool ssr_enabled<>():bool set get
If true, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from VoxelGIs or ReflectionProbes, but are slower and can't reflect surfaces occluded by others.

Note: SSR is only supported in the Forward+ rendering method, not Mobile or Compatibility.
Note: SSR is not supported on viewports that have a transparent background (where [member Viewport.transparent_bg] is true).
set get float ssr_fade_in<>():float set get
The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection. Only positive values are valid (negative values will be clamped to 0.0).

set get float ssr_fade_out<>():float set get
The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection. Only positive values are valid (negative values will be clamped to 0.0).

set get int ssr_max_steps<>():int set get
The maximum number of steps for screen-space reflections. Higher values are slower.

set get float tonemap_exposure<>():float set get
Adjusts the brightness of values before they are provided to the tonemapper. Higher tonemap_exposure values result in a brighter image. See also tonemap_white.

Note: Values provided to the tonemapper will also be multiplied by 2.0 and 1.8 for TONE_MAPPER_FILMIC and TONE_MAPPER_ACES respectively to produce a similar apparent brightness as TONE_MAPPER_LINEAR.
set get int tonemap_mode<>():int set get
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Godot doesn't support rendering on HDR displays yet.)

set get float tonemap_white<>():float set get
The white reference value for tonemapping, which indicates where bright white is located in the scale of values provided to the tonemapper. For photorealistic lighting, recommended values are between 6.0 and 8.0. Higher values result in less blown out highlights, but may make the scene appear lower contrast. See also tonemap_exposure.

Note: tonemap_white is ignored when using TONE_MAPPER_LINEAR or TONE_MAPPER_AGX.
set get Color volumetric_fog_albedo<>():Color set get
The Color of the volumetric fog when interacting with lights. Mist and fog have an albedo close to Color(1, 1, 1, 1) while smoke has a darker albedo.

set get float volumetric_fog_ambient_inject<>():float set get
Scales the strength of ambient light used in the volumetric fog. A value of 0.0 means that ambient light will not impact the volumetric fog. volumetric_fog_ambient_inject has a small performance cost when set above 0.0.

Note: This has no visible effect if volumetric_fog_density is 0.0 or if volumetric_fog_albedo is a fully black color.
set get float volumetric_fog_anisotropy<>():float set get
The direction of scattered light as it goes through the volumetric fog. A value close to 1.0 means almost all light is scattered forward. A value close to 0.0 means light is scattered equally in all directions. A value close to -1.0 means light is scattered mostly backward. Fog and mist scatter light slightly forward, while smoke scatters light equally in all directions.

set get float volumetric_fog_density<>():float set get
The base exponential density of the volumetric fog. Set this to the lowest density you want to have globally. FogVolumes can be used to add to or subtract from this density in specific areas. Fog rendering is exponential as in real life.

A value of 0.0 disables global volumetric fog while allowing FogVolumes to display volumetric fog in specific areas.
To make volumetric fog work as a volumetric lighting solution, set volumetric_fog_density to the lowest non-zero value (0.0001) then increase lights' [member Light3D.light_volumetric_fog_energy] to values between 10000 and 100000 to compensate for the very low density.
set get float volumetric_fog_detail_spread<>():float set get
The distribution of size down the length of the froxel buffer. A higher value compresses the froxels closer to the camera and places more detail closer to the camera.

set get Color volumetric_fog_emission<>():Color set get
The emitted light from the volumetric fog. Even with emission, volumetric fog will not cast light onto other surfaces. Emission is useful to establish an ambient color. As the volumetric fog effect uses single-scattering only, fog tends to need a little bit of emission to soften the harsh shadows.

set get float volumetric_fog_emission_energy<>():float set get
The brightness of the emitted light from the volumetric fog.

set get bool volumetric_fog_enabled<>():bool set get
Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with FogVolumes and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission.

Note: Volumetric fog is only supported in the Forward+ rendering method, not Mobile or Compatibility.
set get float volumetric_fog_gi_inject<>():float set get
Scales the strength of Global Illumination used in the volumetric fog's albedo color. A value of 0.0 means that Global Illumination will not impact the volumetric fog. volumetric_fog_gi_inject has a small performance cost when set above 0.0.

Note: This has no visible effect if volumetric_fog_density is 0.0 or if volumetric_fog_albedo is a fully black color.
Note: Only VoxelGI and SDFGI ([member Environment.sdfgi_enabled]) are taken into account when using volumetric_fog_gi_inject. Global illumination from LightmapGI, ReflectionProbe and SSIL (see ssil_enabled) will be ignored by volumetric fog.
set get float volumetric_fog_length<>():float set get
The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. See also [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth].

set get float volumetric_fog_sky_affect<>():float set get
The factor to use when affecting the sky with volumetric fog. 1.0 means that volumetric fog can fully obscure the sky. Lower values reduce the impact of volumetric fog on sky rendering, with 0.0 not affecting sky rendering at all.

Note: volumetric_fog_sky_affect also affects FogVolumes, even if volumetric_fog_density is 0.0. If you notice FogVolumes are disappearing when looking towards the sky, set volumetric_fog_sky_affect to 1.0.
set get float volumetric_fog_temporal_reprojection_amount<>():float set get
The amount by which to blend the last frame with the current frame. A higher number results in smoother volumetric fog, but makes "ghosting" much worse. A lower value reduces ghosting but can result in the per-frame temporal jitter becoming visible.

set get bool volumetric_fog_temporal_reprojection_enabled<>():bool set get
Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal; however, it leads to moving FogVolumes and Light3Ds "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving FogVolumes or Light3Ds too fast. Short-lived dynamic lighting effects should have [member Light3D.light_volumetric_fog_energy] set to 0.0 to avoid ghosting.

float get_glow_level<>( int idx=, idx:int=, ):float
Returns the intensity of the glow level idx.

void set_glow_level<>( int idx=, idx:int=, float intensity=, intensity:float=, ):void
Sets the intensity of the glow level idx. A value above 0.0 enables the level. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled.




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