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
- Glow
- Tonemap (Auto Exposure)
- Adjustments
https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html
https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html
https://godotengine.org/asset-library/asset/123
https://godotengine.org/asset-library/asset/110
https://godotengine.org/asset-library/asset/678
Returns [code]true[/code] if the glow level [code]idx[/code] is specified, [code]false[/code] otherwise.
Enables or disables the glow level at index [code]idx[/code]. 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.
The global brightness value of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
Applies the provided [Texture2D] resource to affect the global color aspect of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
The global contrast value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
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.
The global color saturation value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
The ambient light's [Color].
The ambient light's energy. The higher the value, the stronger the light.
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.
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.
The maximum luminance value for the auto exposure.
The minimum luminance value for the auto exposure.
The scale of the auto exposure effect. Affects the intensity of auto exposure.
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
The ID of the camera feed to show in the background.
The maximum layer ID to display. Only effective when using the [constant BG_CANVAS] background mode.
The [Color] displayed for clear areas of the scene. Only effective when using the [constant BG_COLOR] background mode.
The power of the light emitted by the background.
The background mode. See [enum BGMode] for possible values.
Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant 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 [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
If [code]true[/code], fog effects are enabled.
The glow blending mode.
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].
If [code]true[/code], the glow effect is enabled.
The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
The bleed scale of the HDR glow.
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.
The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
If [code]true[/code], the 1st level of glow is enabled. This is the most "local" level (least blurry).
If [code]true[/code], the 2th level of glow is enabled.
If [code]true[/code], the 3th level of glow is enabled.
If [code]true[/code], the 4th level of glow is enabled.
If [code]true[/code], the 5th level of glow is enabled.
If [code]true[/code], the 6th level of glow is enabled.
If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest).
The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
The [Sky] resource used for this [Environment].
The depth tolerance for screen-space reflections.
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.
The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).
The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection.
The maximum number of steps for screen-space reflections. Higher values are slower.
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.
If [code]true[/code], 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. This is a costly effect and should be disabled first when running into performance issues.
The strength of the SSAO effect. Higher values result in darker SSAO while lower values soften the SSAO.
The number of SSAO scales to use. A higher value results in SSAO over a greater distance at the cost of more performance.
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.
The distance over which the SSAO effect fades. A larger value spreads the occlusion check over a greater distance which can be useful to get a stronger SSAO effect. However, if it is too high, you will start to notice a dark "halo" around objects. It is best to keep this value as low as possible.
The default exposure used for tonemapping.
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.)
The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR].
Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/default_clear_color].
Clears the background using a custom clear color.
Displays a user-defined sky in the background.
Displays a [CanvasLayer] in the background.
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.
Displays a camera feed in the background.
Represents the size of the [enum BGMode] enum.
Gather ambient light from whichever source is specified as the background.
Disable ambient light.
Specify a specific [Color] for ambient light.
Gather ambient light from the [Sky] regardless of what the background is.
Use the background for reflections.
Disable reflections.
Use the [Sky] for reflections regardless of what the background is.
Linear tonemapper operator. Reads the linear data and passes it on unmodified.
Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
Filmic tonemapper operator.
Academy Color Encoding System tonemapper operator.
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
Screen glow blending mode. Increases brightness, used frequently with bloom.
Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).
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.
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.