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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Environment" inherits= "Resource" category= "Core" version= "3.2" >
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<brief_description >
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Resource for environment nodes (like [WorldEnvironment]) that define multiple rendering options.
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</brief_description>
<description >
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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:
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- Depth of Field Blur
- Glow
- Tonemap (Auto Exposure)
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- Adjustments
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
<link > https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link>
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</tutorials>
<methods >
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<method name= "is_glow_level_enabled" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "idx" type= "int" >
</argument>
<description >
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Returns [code]true[/code] if the glow level [code]idx[/code] is specified, [code]false[/code] otherwise.
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</description>
</method>
<method name= "set_glow_level" >
<return type= "void" >
</return>
<argument index= "0" name= "idx" type= "int" >
</argument>
<argument index= "1" name= "enabled" type= "bool" >
</argument>
<description >
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Enables or disables the glow level at index [code]idx[/code]. The more glow levels are enabled, the slower the glow effect will be.
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</description>
</method>
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</methods>
<members >
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<member name= "adjustment_brightness" type= "float" setter= "set_adjustment_brightness" getter= "get_adjustment_brightness" default= "1.0" >
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The global brightness value of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
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</member>
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<member name= "adjustment_color_correction" type= "Texture" setter= "set_adjustment_color_correction" getter= "get_adjustment_color_correction" >
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Applies the provided [Texture] resource to affect the global color aspect of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
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</member>
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<member name= "adjustment_contrast" type= "float" setter= "set_adjustment_contrast" getter= "get_adjustment_contrast" default= "1.0" >
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The global contrast value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
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</member>
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<member name= "adjustment_enabled" type= "bool" setter= "set_adjustment_enable" getter= "is_adjustment_enabled" default= "false" >
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If [code]true[/code], enables the [code]adjustment_*[/code] properties provided by this resource. If [code]false[/code], modifications to the [code]adjustment_*[/code] properties will have no effect on the rendered scene.
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</member>
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<member name= "adjustment_saturation" type= "float" setter= "set_adjustment_saturation" getter= "get_adjustment_saturation" default= "1.0" >
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The global color saturation value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
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</member>
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<member name= "ambient_light_color" type= "Color" setter= "set_ambient_light_color" getter= "get_ambient_light_color" default= "Color( 0, 0, 0, 1 )" >
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The ambient light's [Color].
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</member>
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<member name= "ambient_light_energy" type= "float" setter= "set_ambient_light_energy" getter= "get_ambient_light_energy" default= "1.0" >
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The ambient light's energy. The higher the value, the stronger the light.
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</member>
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<member name= "ambient_light_sky_contribution" type= "float" setter= "set_ambient_light_sky_contribution" getter= "get_ambient_light_sky_contribution" default= "1.0" >
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Defines the amount of light that the sky brings on the scene. A value of 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 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.
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This value is multiplied by [member ambient_light_energy], so it must be set to a value higher than [code]0[/code] for changes to be visible when adjusting [member ambient_light_sky_contribution].
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</member>
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<member name= "auto_exposure_enabled" type= "bool" setter= "set_tonemap_auto_exposure" getter= "get_tonemap_auto_exposure" default= "false" >
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If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
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</member>
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<member name= "auto_exposure_max_luma" type= "float" setter= "set_tonemap_auto_exposure_max" getter= "get_tonemap_auto_exposure_max" default= "8.0" >
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The maximum luminance value for the auto exposure.
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</member>
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<member name= "auto_exposure_min_luma" type= "float" setter= "set_tonemap_auto_exposure_min" getter= "get_tonemap_auto_exposure_min" default= "0.05" >
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The minimum luminance value for the auto exposure.
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</member>
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<member name= "auto_exposure_scale" type= "float" setter= "set_tonemap_auto_exposure_grey" getter= "get_tonemap_auto_exposure_grey" default= "0.4" >
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The scale of the auto exposure effect. Affects the intensity of auto exposure.
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</member>
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<member name= "auto_exposure_speed" type= "float" setter= "set_tonemap_auto_exposure_speed" getter= "get_tonemap_auto_exposure_speed" default= "0.5" >
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The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
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</member>
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<member name= "background_camera_feed_id" type= "int" setter= "set_camera_feed_id" getter= "get_camera_feed_id" default= "1" >
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The ID of the camera feed to show in the background.
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</member>
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<member name= "background_canvas_max_layer" type= "int" setter= "set_canvas_max_layer" getter= "get_canvas_max_layer" default= "0" >
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The maximum layer ID to display. Only effective when using the [constant BG_CANVAS] background mode.
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</member>
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<member name= "background_color" type= "Color" setter= "set_bg_color" getter= "get_bg_color" default= "Color( 0, 0, 0, 1 )" >
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The [Color] displayed for clear areas of the scene. Only effective when using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes).
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</member>
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<member name= "background_energy" type= "float" setter= "set_bg_energy" getter= "get_bg_energy" default= "1.0" >
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The power of the light emitted by the background.
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</member>
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<member name= "background_mode" type= "int" setter= "set_background" getter= "get_background" enum= "Environment.BGMode" default= "0" >
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The background mode. See [enum BGMode] for possible values.
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</member>
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<member name= "background_sky" type= "Sky" setter= "set_sky" getter= "get_sky" >
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The [Sky] resource defined as background.
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</member>
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<member name= "background_sky_custom_fov" type= "float" setter= "set_sky_custom_fov" getter= "get_sky_custom_fov" default= "0.0" >
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The [Sky] resource's custom field of view.
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</member>
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<member name= "background_sky_orientation" type= "Basis" setter= "set_sky_orientation" getter= "get_sky_orientation" default= "Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )" >
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The [Sky] resource's rotation expressed as a [Basis].
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</member>
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<member name= "background_sky_rotation" type= "Vector3" setter= "set_sky_rotation" getter= "get_sky_rotation" default= "Vector3( 0, 0, 0 )" >
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The [Sky] resource's rotation expressed as Euler angles in radians.
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</member>
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<member name= "background_sky_rotation_degrees" type= "Vector3" setter= "set_sky_rotation_degrees" getter= "get_sky_rotation_degrees" default= "Vector3( 0, 0, 0 )" >
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The [Sky] resource's rotation expressed as Euler angles in degrees.
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</member>
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<member name= "dof_blur_far_amount" type= "float" setter= "set_dof_blur_far_amount" getter= "get_dof_blur_far_amount" default= "0.1" >
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The amount of far blur for the depth-of-field effect.
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</member>
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<member name= "dof_blur_far_distance" type= "float" setter= "set_dof_blur_far_distance" getter= "get_dof_blur_far_distance" default= "10.0" >
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The distance from the camera where the far blur effect affects the rendering.
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</member>
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<member name= "dof_blur_far_enabled" type= "bool" setter= "set_dof_blur_far_enabled" getter= "is_dof_blur_far_enabled" default= "false" >
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If [code]true[/code], enables the depth-of-field far blur effect.
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</member>
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<member name= "dof_blur_far_quality" type= "int" setter= "set_dof_blur_far_quality" getter= "get_dof_blur_far_quality" enum= "Environment.DOFBlurQuality" default= "1" >
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The depth-of-field far blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
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</member>
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<member name= "dof_blur_far_transition" type= "float" setter= "set_dof_blur_far_transition" getter= "get_dof_blur_far_transition" default= "5.0" >
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The length of the transition between the no-blur area and far blur.
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</member>
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<member name= "dof_blur_near_amount" type= "float" setter= "set_dof_blur_near_amount" getter= "get_dof_blur_near_amount" default= "0.1" >
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The amount of near blur for the depth-of-field effect.
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</member>
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<member name= "dof_blur_near_distance" type= "float" setter= "set_dof_blur_near_distance" getter= "get_dof_blur_near_distance" default= "2.0" >
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Distance from the camera where the near blur effect affects the rendering.
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</member>
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<member name= "dof_blur_near_enabled" type= "bool" setter= "set_dof_blur_near_enabled" getter= "is_dof_blur_near_enabled" default= "false" >
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If [code]true[/code], enables the depth-of-field near blur effect.
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</member>
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<member name= "dof_blur_near_quality" type= "int" setter= "set_dof_blur_near_quality" getter= "get_dof_blur_near_quality" enum= "Environment.DOFBlurQuality" default= "1" >
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The depth-of-field near blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
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</member>
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<member name= "dof_blur_near_transition" type= "float" setter= "set_dof_blur_near_transition" getter= "get_dof_blur_near_transition" default= "1.0" >
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The length of the transition between the near blur and no-blur area.
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</member>
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<member name= "fog_color" type= "Color" setter= "set_fog_color" getter= "get_fog_color" default= "Color( 0.5, 0.6, 0.7, 1 )" >
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The fog's [Color].
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</member>
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<member name= "fog_depth_begin" type= "float" setter= "set_fog_depth_begin" getter= "get_fog_depth_begin" default= "10.0" >
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The fog's depth starting distance from the camera.
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</member>
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<member name= "fog_depth_curve" type= "float" setter= "set_fog_depth_curve" getter= "get_fog_depth_curve" default= "1.0" >
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The fog depth's intensity curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
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</member>
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<member name= "fog_depth_enabled" type= "bool" setter= "set_fog_depth_enabled" getter= "is_fog_depth_enabled" default= "true" >
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If [code]true[/code], the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).
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</member>
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<member name= "fog_depth_end" type= "float" setter= "set_fog_depth_end" getter= "get_fog_depth_end" default= "100.0" >
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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 Camera.far] value.
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</member>
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<member name= "fog_enabled" type= "bool" setter= "set_fog_enabled" getter= "is_fog_enabled" default= "false" >
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If [code]true[/code], fog effects are enabled. [member fog_height_enabled] and/or [member fog_depth_enabled] must be set to [code]true[/code] to actually display fog.
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</member>
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<member name= "fog_height_curve" type= "float" setter= "set_fog_height_curve" getter= "get_fog_height_curve" default= "1.0" >
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The height fog's intensity. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
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</member>
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<member name= "fog_height_enabled" type= "bool" setter= "set_fog_height_enabled" getter= "is_fog_height_enabled" default= "false" >
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If [code]true[/code], the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate "deep water" effects with a lower performance cost compared to a dedicated shader.
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</member>
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<member name= "fog_height_max" type= "float" setter= "set_fog_height_max" getter= "get_fog_height_max" default= "0.0" >
The Y coordinate where the height fog will be the most intense. If this value is greater than [member fog_height_min], fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.
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</member>
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<member name= "fog_height_min" type= "float" setter= "set_fog_height_min" getter= "get_fog_height_min" default= "10.0" >
The Y coordinate where the height fog will be the least intense. If this value is greater than [member fog_height_max], fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.
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</member>
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<member name= "fog_sun_amount" type= "float" setter= "set_fog_sun_amount" getter= "get_fog_sun_amount" default= "0.0" >
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The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight node in the scene.
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</member>
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<member name= "fog_sun_color" type= "Color" setter= "set_fog_sun_color" getter= "get_fog_sun_color" default= "Color( 1, 0.9, 0.7, 1 )" >
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The depth fog's [Color] when looking towards the sun.
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</member>
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<member name= "fog_transmit_curve" type= "float" setter= "set_fog_transmit_curve" getter= "get_fog_transmit_curve" default= "1.0" >
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The intensity of the fog light transmittance effect. Amount of light that the fog transmits.
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</member>
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<member name= "fog_transmit_enabled" type= "bool" setter= "set_fog_transmit_enabled" getter= "is_fog_transmit_enabled" default= "false" >
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Enables fog's light transmission effect. If [code]true[/code], light will be more visible in the fog to simulate light scattering as in real life.
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</member>
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<member name= "glow_bicubic_upscale" type= "bool" setter= "set_glow_bicubic_upscale" getter= "is_glow_bicubic_upscale_enabled" default= "false" >
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Smooths out the blockiness created by sampling higher levels, at the cost of performance.
[b]Note:[/b] Only available when using the GLES3 renderer.
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</member>
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<member name= "glow_blend_mode" type= "int" setter= "set_glow_blend_mode" getter= "get_glow_blend_mode" enum= "Environment.GlowBlendMode" default= "2" >
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The glow blending mode.
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</member>
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<member name= "glow_bloom" type= "float" setter= "set_glow_bloom" getter= "get_glow_bloom" default= "0.0" >
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The bloom's intensity. If set to a value higher than [code]0[/code], this will make glow visible in areas darker than the [member glow_hdr_threshold].
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</member>
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<member name= "glow_enabled" type= "bool" setter= "set_glow_enabled" getter= "is_glow_enabled" default= "false" >
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If [code]true[/code], the glow effect is enabled.
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</member>
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<member name= "glow_hdr_luminance_cap" type= "float" setter= "set_glow_hdr_luminance_cap" getter= "get_glow_hdr_luminance_cap" default= "12.0" >
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The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
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</member>
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<member name= "glow_hdr_scale" type= "float" setter= "set_glow_hdr_bleed_scale" getter= "get_glow_hdr_bleed_scale" default= "2.0" >
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The bleed scale of the HDR glow.
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</member>
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<member name= "glow_hdr_threshold" type= "float" setter= "set_glow_hdr_bleed_threshold" getter= "get_glow_hdr_bleed_threshold" default= "1.0" >
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The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case.
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</member>
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<member name= "glow_intensity" type= "float" setter= "set_glow_intensity" getter= "get_glow_intensity" default= "0.8" >
2020-01-07 17:18:57 +01:00
The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "glow_levels/1" type= "bool" setter= "set_glow_level" getter= "is_glow_level_enabled" default= "false" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], the 1st level of glow is enabled. This is the most "local" level (least blurry).
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "glow_levels/2" type= "bool" setter= "set_glow_level" getter= "is_glow_level_enabled" default= "false" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], the 2th level of glow is enabled.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "glow_levels/3" type= "bool" setter= "set_glow_level" getter= "is_glow_level_enabled" default= "true" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], the 3th level of glow is enabled.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "glow_levels/4" type= "bool" setter= "set_glow_level" getter= "is_glow_level_enabled" default= "false" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], the 4th level of glow is enabled.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "glow_levels/5" type= "bool" setter= "set_glow_level" getter= "is_glow_level_enabled" default= "true" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], the 5th level of glow is enabled.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "glow_levels/6" type= "bool" setter= "set_glow_level" getter= "is_glow_level_enabled" default= "false" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], the 6th level of glow is enabled.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "glow_levels/7" type= "bool" setter= "set_glow_level" getter= "is_glow_level_enabled" default= "false" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest).
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "glow_strength" type= "float" setter= "set_glow_strength" getter= "get_glow_strength" default= "1.0" >
2020-01-07 17:18:57 +01:00
The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ss_reflections_depth_tolerance" type= "float" setter= "set_ssr_depth_tolerance" getter= "get_ssr_depth_tolerance" default= "0.2" >
2020-01-07 17:18:57 +01:00
The depth tolerance for screen-space reflections.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ss_reflections_enabled" type= "bool" setter= "set_ssr_enabled" getter= "is_ssr_enabled" default= "false" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from [GIProbe]s or [ReflectionProbe]s, but are slower and can't reflect surfaces occluded by others.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ss_reflections_fade_in" type= "float" setter= "set_ssr_fade_in" getter= "get_ssr_fade_in" default= "0.15" >
2020-01-07 17:18:57 +01:00
The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ss_reflections_fade_out" type= "float" setter= "set_ssr_fade_out" getter= "get_ssr_fade_out" default= "2.0" >
2020-01-07 17:18:57 +01:00
The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ss_reflections_max_steps" type= "int" setter= "set_ssr_max_steps" getter= "get_ssr_max_steps" default= "64" >
2020-01-07 17:18:57 +01:00
The maximum number of steps for screen-space reflections. Higher values are slower.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ss_reflections_roughness" type= "bool" setter= "set_ssr_rough" getter= "is_ssr_rough" default= "true" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], screen-space reflections will take the material roughness into account.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_ao_channel_affect" type= "float" setter= "set_ssao_ao_channel_affect" getter= "get_ssao_ao_channel_affect" default= "0.0" >
2020-01-07 17:18:57 +01:00
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures.
2018-07-26 11:56:21 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_bias" type= "float" setter= "set_ssao_bias" getter= "get_ssao_bias" default= "0.01" >
2020-01-07 17:18:57 +01:00
The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_blur" type= "int" setter= "set_ssao_blur" getter= "get_ssao_blur" enum= "Environment.SSAOBlur" default= "3" >
2020-01-07 17:18:57 +01:00
The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_color" type= "Color" setter= "set_ssao_color" getter= "get_ssao_color" default= "Color( 0, 0, 0, 1 )" >
2020-01-07 17:18:57 +01:00
The screen-space ambient occlusion color.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_edge_sharpness" type= "float" setter= "set_ssao_edge_sharpness" getter= "get_ssao_edge_sharpness" default= "4.0" >
2020-01-07 17:18:57 +01:00
The screen-space ambient occlusion edge sharpness.
2017-10-24 19:22:37 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_enabled" type= "bool" setter= "set_ssao_enabled" getter= "is_ssao_enabled" default= "false" >
2020-01-07 17:18:57 +01:00
If [code]true[/code], the screen-space ambient occlusion effect is enabled. This is a costly effect and should be disabled first when having performance issues.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_intensity" type= "float" setter= "set_ssao_intensity" getter= "get_ssao_intensity" default= "1.0" >
2020-01-07 17:18:57 +01:00
The primary screen-space ambient occlusion intensity. See also [member ssao_radius].
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_intensity2" type= "float" setter= "set_ssao_intensity2" getter= "get_ssao_intensity2" default= "1.0" >
2020-01-07 17:18:57 +01:00
The secondary screen-space ambient occlusion intensity. See also [member ssao_radius2].
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_light_affect" type= "float" setter= "set_ssao_direct_light_affect" getter= "get_ssao_direct_light_affect" default= "0.0" >
2020-01-07 17:18:57 +01:00
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 [code]0[/code] will make the SSAO effect visible in direct light.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_quality" type= "int" setter= "set_ssao_quality" getter= "get_ssao_quality" enum= "Environment.SSAOQuality" default= "1" >
2020-01-07 17:18:57 +01:00
The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.
2017-10-24 19:22:37 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_radius" type= "float" setter= "set_ssao_radius" getter= "get_ssao_radius" default= "1.0" >
2020-01-07 17:18:57 +01:00
The primary screen-space ambient occlusion radius.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "ssao_radius2" type= "float" setter= "set_ssao_radius2" getter= "get_ssao_radius2" default= "0.0" >
2020-01-07 17:18:57 +01:00
The secondary screen-space ambient occlusion radius. If set to a value higher than [code]0[/code], enables the secondary screen-space ambient occlusion effect which can be used to improve the effect's appearance (at the cost of performance).
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "tonemap_exposure" type= "float" setter= "set_tonemap_exposure" getter= "get_tonemap_exposure" default= "1.0" >
2020-01-07 17:18:57 +01:00
The default exposure used for tonemapping.
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "tonemap_mode" type= "int" setter= "set_tonemapper" getter= "get_tonemapper" enum= "Environment.ToneMapper" default= "0" >
2020-01-07 17:18:57 +01:00
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a LDR display. (Godot doesn't support rendering on HDR displays yet.)
2017-09-12 22:42:36 +02:00
</member>
2019-06-29 12:38:01 +02:00
<member name= "tonemap_white" type= "float" setter= "set_tonemap_white" getter= "get_tonemap_white" default= "1.0" >
2020-01-07 17:18:57 +01:00
The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR].
2017-09-12 22:42:36 +02:00
</member>
</members>
<constants >
2017-11-24 23:16:30 +01:00
<constant name= "BG_KEEP" value= "5" enum= "BGMode" >
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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.
2017-09-12 22:42:36 +02:00
</constant>
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<constant name= "BG_CLEAR_COLOR" value= "0" enum= "BGMode" >
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Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/default_clear_color].
2017-09-12 22:42:36 +02:00
</constant>
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<constant name= "BG_COLOR" value= "1" enum= "BGMode" >
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Clears the background using a custom clear color.
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "BG_SKY" value= "2" enum= "BGMode" >
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Displays a user-defined sky in the background.
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</constant>
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<constant name= "BG_COLOR_SKY" value= "3" enum= "BGMode" >
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Clears the background using a custom clear color and allows defining a sky for shading and reflection. This mode is slightly faster than [constant BG_SKY] and should be preferred in scenes where reflections can be visible, but the sky itself never is (e.g. top-down camera).
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "BG_CANVAS" value= "4" enum= "BGMode" >
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Displays a [CanvasLayer] in the background.
2017-09-12 22:42:36 +02:00
</constant>
2017-08-20 16:17:24 +02:00
<constant name= "BG_CAMERA_FEED" value= "6" enum= "BGMode" >
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Displays a camera feed in the background.
2017-08-20 16:17:24 +02:00
</constant>
<constant name= "BG_MAX" value= "7" enum= "BGMode" >
2019-06-27 11:10:53 +02:00
Represents the size of the [enum BGMode] enum.
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "GLOW_BLEND_MODE_ADDITIVE" value= "0" enum= "GlowBlendMode" >
2017-09-23 13:59:30 +02:00
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "GLOW_BLEND_MODE_SCREEN" value= "1" enum= "GlowBlendMode" >
2017-09-23 13:59:30 +02:00
Screen glow blending mode. Increases brightness, used frequently with bloom.
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "GLOW_BLEND_MODE_SOFTLIGHT" value= "2" enum= "GlowBlendMode" >
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Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "GLOW_BLEND_MODE_REPLACE" value= "3" enum= "GlowBlendMode" >
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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.
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "TONE_MAPPER_LINEAR" value= "0" enum= "ToneMapper" >
2019-08-28 21:04:28 +02:00
Linear tonemapper operator. Reads the linear data and passes it on unmodified.
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "TONE_MAPPER_REINHARDT" value= "1" enum= "ToneMapper" >
2019-06-22 01:04:47 +02:00
Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
2017-09-12 22:42:36 +02:00
</constant>
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<constant name= "TONE_MAPPER_FILMIC" value= "2" enum= "ToneMapper" >
2017-09-23 13:59:30 +02:00
Filmic tonemapper operator.
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "TONE_MAPPER_ACES" value= "3" enum= "ToneMapper" >
2017-09-23 13:59:30 +02:00
Academy Color Encoding System tonemapper operator.
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "DOF_BLUR_QUALITY_LOW" value= "0" enum= "DOFBlurQuality" >
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Low depth-of-field blur quality (fastest).
2017-09-12 22:42:36 +02:00
</constant>
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<constant name= "DOF_BLUR_QUALITY_MEDIUM" value= "1" enum= "DOFBlurQuality" >
2017-09-23 13:59:30 +02:00
Medium depth-of-field blur quality.
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</constant>
2017-11-24 23:16:30 +01:00
<constant name= "DOF_BLUR_QUALITY_HIGH" value= "2" enum= "DOFBlurQuality" >
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High depth-of-field blur quality (slowest).
2017-09-12 22:42:36 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "SSAO_BLUR_DISABLED" value= "0" enum= "SSAOBlur" >
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No blur for the screen-space ambient occlusion effect (fastest).
2017-10-24 19:22:37 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "SSAO_BLUR_1x1" value= "1" enum= "SSAOBlur" >
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1× 1 blur for the screen-space ambient occlusion effect.
2017-10-24 19:22:37 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "SSAO_BLUR_2x2" value= "2" enum= "SSAOBlur" >
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2× 2 blur for the screen-space ambient occlusion effect.
2017-10-24 19:22:37 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "SSAO_BLUR_3x3" value= "3" enum= "SSAOBlur" >
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3× 3 blur for the screen-space ambient occlusion effect (slowest).
2017-10-24 19:22:37 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "SSAO_QUALITY_LOW" value= "0" enum= "SSAOQuality" >
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Low quality for the screen-space ambient occlusion effect (fastest).
2017-10-24 19:22:37 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "SSAO_QUALITY_MEDIUM" value= "1" enum= "SSAOQuality" >
2020-01-07 17:18:57 +01:00
Low quality for the screen-space ambient occlusion effect.
2017-10-24 19:22:37 +02:00
</constant>
2017-11-24 23:16:30 +01:00
<constant name= "SSAO_QUALITY_HIGH" value= "2" enum= "SSAOQuality" >
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Low quality for the screen-space ambient occlusion effect (slowest).
2017-10-24 19:22:37 +02:00
</constant>
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</constants>
</class>