godot/doc/classes/Environment.xml
Rémi Verschelde 372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Environment" inherits="Resource" version="4.0">
<brief_description>
Resource for environment nodes (like [WorldEnvironment]) that define multiple rendering options.
</brief_description>
<description>
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
</description>
<tutorials>
<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>
</tutorials>
<methods>
<method name="is_glow_level_enabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Returns [code]true[/code] if the glow level [code]idx[/code] is specified, [code]false[/code] otherwise.
</description>
</method>
<method name="set_glow_level_enabled">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
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.
</description>
</method>
</methods>
<members>
<member name="adjustment_brightness" type="float" setter="set_adjustment_brightness" getter="get_adjustment_brightness" default="1.0">
The global brightness value of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="adjustment_color_correction" type="Texture2D" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction">
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].
</member>
<member name="adjustment_contrast" type="float" setter="set_adjustment_contrast" getter="get_adjustment_contrast" default="1.0">
The global contrast value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="adjustment_enabled" type="bool" setter="set_adjustment_enabled" getter="is_adjustment_enabled" default="false">
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.
</member>
<member name="adjustment_saturation" type="float" setter="set_adjustment_saturation" getter="get_adjustment_saturation" default="1.0">
The global color saturation value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="ambient_light_color" type="Color" setter="set_ambient_light_color" getter="get_ambient_light_color" default="Color( 0, 0, 0, 1 )">
The ambient light's [Color].
</member>
<member name="ambient_light_energy" type="float" setter="set_ambient_light_energy" getter="get_ambient_light_energy" default="1.0">
The ambient light's energy. The higher the value, the stronger the light.
</member>
<member name="ambient_light_occlusion_color" type="Color" setter="set_ao_color" getter="get_ao_color" default="Color( 0, 0, 0, 1 )">
</member>
<member name="ambient_light_sky_contribution" type="float" setter="set_ambient_light_sky_contribution" getter="get_ambient_light_sky_contribution" default="1.0">
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.
</member>
<member name="ambient_light_source" type="int" setter="set_ambient_source" getter="get_ambient_source" enum="Environment.AmbientSource" default="0">
</member>
<member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure_enabled" getter="is_tonemap_auto_exposure_enabled" default="false">
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.
</member>
<member name="auto_exposure_max_luma" type="float" setter="set_tonemap_auto_exposure_max" getter="get_tonemap_auto_exposure_max" default="8.0">
The maximum luminance value for the auto exposure.
</member>
<member name="auto_exposure_min_luma" type="float" setter="set_tonemap_auto_exposure_min" getter="get_tonemap_auto_exposure_min" default="0.05">
The minimum luminance value for the auto exposure.
</member>
<member name="auto_exposure_scale" type="float" setter="set_tonemap_auto_exposure_grey" getter="get_tonemap_auto_exposure_grey" default="0.4">
The scale of the auto exposure effect. Affects the intensity of auto exposure.
</member>
<member name="auto_exposure_speed" type="float" setter="set_tonemap_auto_exposure_speed" getter="get_tonemap_auto_exposure_speed" default="0.5">
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
</member>
<member name="background_camera_feed_id" type="int" setter="set_camera_feed_id" getter="get_camera_feed_id" default="1">
The ID of the camera feed to show in the background.
</member>
<member name="background_canvas_max_layer" type="int" setter="set_canvas_max_layer" getter="get_canvas_max_layer" default="0">
The maximum layer ID to display. Only effective when using the [constant BG_CANVAS] background mode.
</member>
<member name="background_color" type="Color" setter="set_bg_color" getter="get_bg_color" default="Color( 0, 0, 0, 1 )">
The [Color] displayed for clear areas of the scene. Only effective when using the [constant BG_COLOR] background mode.
</member>
<member name="background_energy" type="float" setter="set_bg_energy" getter="get_bg_energy" default="1.0">
The power of the light emitted by the background.
</member>
<member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0">
The background mode. See [enum BGMode] for possible values.
</member>
<member name="fog_color" type="Color" setter="set_fog_color" getter="get_fog_color" default="Color( 0.5, 0.6, 0.7, 1 )">
The fog's [Color].
</member>
<member name="fog_depth_begin" type="float" setter="set_fog_depth_begin" getter="get_fog_depth_begin" default="10.0">
The fog's depth starting distance from the camera.
</member>
<member name="fog_depth_curve" type="float" setter="set_fog_depth_curve" getter="get_fog_depth_curve" default="1.0">
The fog depth's intensity curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
</member>
<member name="fog_depth_enabled" type="bool" setter="set_fog_depth_enabled" getter="is_fog_depth_enabled" default="true">
If [code]true[/code], the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).
</member>
<member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="100.0">
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.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
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.
</member>
<member name="fog_height_curve" type="float" setter="set_fog_height_curve" getter="get_fog_height_curve" default="1.0">
The height fog's intensity. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
</member>
<member name="fog_height_enabled" type="bool" setter="set_fog_height_enabled" getter="is_fog_height_enabled" default="false">
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.
</member>
<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.
</member>
<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.
</member>
<member name="fog_sun_amount" type="float" setter="set_fog_sun_amount" getter="get_fog_sun_amount" default="0.0">
The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight3D node in the scene.
</member>
<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 )">
The depth fog's [Color] when looking towards the sun.
</member>
<member name="fog_transmit_curve" type="float" setter="set_fog_transmit_curve" getter="get_fog_transmit_curve" default="1.0">
The intensity of the fog light transmittance effect. Amount of light that the fog transmits.
</member>
<member name="fog_transmit_enabled" type="bool" setter="set_fog_transmit_enabled" getter="is_fog_transmit_enabled" default="false">
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.
</member>
<member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2">
The glow blending mode.
</member>
<member name="glow_bloom" type="float" setter="set_glow_bloom" getter="get_glow_bloom" default="0.0">
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].
</member>
<member name="glow_enabled" type="bool" setter="set_glow_enabled" getter="is_glow_enabled" default="false">
If [code]true[/code], the glow effect is enabled.
</member>
<member name="glow_hdr_luminance_cap" type="float" setter="set_glow_hdr_luminance_cap" getter="get_glow_hdr_luminance_cap" default="12.0">
The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
</member>
<member name="glow_hdr_scale" type="float" setter="set_glow_hdr_bleed_scale" getter="get_glow_hdr_bleed_scale" default="2.0">
The bleed scale of the HDR glow.
</member>
<member name="glow_hdr_threshold" type="float" setter="set_glow_hdr_bleed_threshold" getter="get_glow_hdr_bleed_threshold" default="1.0">
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.
</member>
<member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8">
The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
</member>
<member name="glow_levels/1" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
If [code]true[/code], the 1st level of glow is enabled. This is the most "local" level (least blurry).
</member>
<member name="glow_levels/2" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
If [code]true[/code], the 2th level of glow is enabled.
</member>
<member name="glow_levels/3" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true">
If [code]true[/code], the 3th level of glow is enabled.
</member>
<member name="glow_levels/4" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
If [code]true[/code], the 4th level of glow is enabled.
</member>
<member name="glow_levels/5" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true">
If [code]true[/code], the 5th level of glow is enabled.
</member>
<member name="glow_levels/6" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
If [code]true[/code], the 6th level of glow is enabled.
</member>
<member name="glow_levels/7" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false">
If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest).
</member>
<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
</member>
<member name="glow_strength" type="float" setter="set_glow_strength" getter="get_glow_strength" default="1.0">
The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
</member>
<member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0">
</member>
<member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8">
</member>
<member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" enum="Environment.SDFGICascades" default="1">
</member>
<member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false">
</member>
<member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0">
</member>
<member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="819.2">
</member>
<member name="sdfgi_min_cell_size" type="float" setter="set_sdfgi_min_cell_size" getter="get_sdfgi_min_cell_size" default="0.2">
</member>
<member name="sdfgi_normal_bias" type="float" setter="set_sdfgi_normal_bias" getter="get_sdfgi_normal_bias" default="1.1">
</member>
<member name="sdfgi_probe_bias" type="float" setter="set_sdfgi_probe_bias" getter="get_sdfgi_probe_bias" default="1.1">
</member>
<member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="false">
</member>
<member name="sdfgi_use_multi_bounce" type="bool" setter="set_sdfgi_use_multi_bounce" getter="is_sdfgi_using_multi_bounce" default="false">
</member>
<member name="sdfgi_use_occlusion" type="bool" setter="set_sdfgi_use_occlusion" getter="is_sdfgi_using_occlusion" default="false">
</member>
<member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="0">
</member>
<member name="sky" type="Sky" setter="set_sky" getter="get_sky">
The [Sky] resource used for this [Environment].
</member>
<member name="sky_custom_fov" type="float" setter="set_sky_custom_fov" getter="get_sky_custom_fov" default="0.0">
</member>
<member name="sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation" default="Vector3( 0, 0, 0 )">
</member>
<member name="ss_reflections_depth_tolerance" type="float" setter="set_ssr_depth_tolerance" getter="get_ssr_depth_tolerance" default="0.2">
The depth tolerance for screen-space reflections.
</member>
<member name="ss_reflections_enabled" type="bool" setter="set_ssr_enabled" getter="is_ssr_enabled" default="false">
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.
</member>
<member name="ss_reflections_fade_in" type="float" setter="set_ssr_fade_in" getter="get_ssr_fade_in" default="0.15">
The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).
</member>
<member name="ss_reflections_fade_out" type="float" setter="set_ssr_fade_out" getter="get_ssr_fade_out" default="2.0">
The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection.
</member>
<member name="ss_reflections_max_steps" type="int" setter="set_ssr_max_steps" getter="get_ssr_max_steps" default="64">
The maximum number of steps for screen-space reflections. Higher values are slower.
</member>
<member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0">
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.
</member>
<member name="ssao_bias" type="float" setter="set_ssao_bias" getter="get_ssao_bias" default="0.01">
The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion.
</member>
<member name="ssao_blur" type="int" setter="set_ssao_blur" getter="get_ssao_blur" enum="Environment.SSAOBlur" default="3">
The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values.
</member>
<member name="ssao_edge_sharpness" type="float" setter="set_ssao_edge_sharpness" getter="get_ssao_edge_sharpness" default="4.0">
The screen-space ambient occlusion edge sharpness.
</member>
<member name="ssao_enabled" type="bool" setter="set_ssao_enabled" getter="is_ssao_enabled" default="false">
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.
</member>
<member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="1.0">
The primary screen-space ambient occlusion intensity. See also [member ssao_radius].
</member>
<member name="ssao_light_affect" type="float" setter="set_ssao_direct_light_affect" getter="get_ssao_direct_light_affect" default="0.0">
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.
</member>
<member name="ssao_radius" type="float" setter="set_ssao_radius" getter="get_ssao_radius" default="1.0">
The primary screen-space ambient occlusion radius.
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
The default exposure used for tonemapping.
</member>
<member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0">
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.)
</member>
<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR].
</member>
</members>
<constants>
<constant name="BG_CLEAR_COLOR" value="0" enum="BGMode">
Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/default_clear_color].
</constant>
<constant name="BG_COLOR" value="1" enum="BGMode">
Clears the background using a custom clear color.
</constant>
<constant name="BG_SKY" value="2" enum="BGMode">
Displays a user-defined sky in the background.
</constant>
<constant name="BG_CANVAS" value="3" enum="BGMode">
Displays a [CanvasLayer] in the background.
</constant>
<constant name="BG_KEEP" value="4" enum="BGMode">
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.
</constant>
<constant name="BG_CAMERA_FEED" value="5" enum="BGMode">
Displays a camera feed in the background.
</constant>
<constant name="BG_MAX" value="6" enum="BGMode">
Represents the size of the [enum BGMode] enum.
</constant>
<constant name="AMBIENT_SOURCE_BG" value="0" enum="AmbientSource">
Gather ambient light from whichever source is specified as the background.
</constant>
<constant name="AMBIENT_SOURCE_DISABLED" value="1" enum="AmbientSource">
Disable ambient light.
</constant>
<constant name="AMBIENT_SOURCE_COLOR" value="2" enum="AmbientSource">
Specify a specific [Color] for ambient light.
</constant>
<constant name="AMBIENT_SOURCE_SKY" value="3" enum="AmbientSource">
Gather ambient light from the [Sky] regardless of what the background is.
</constant>
<constant name="REFLECTION_SOURCE_BG" value="0" enum="ReflectionSource">
Use the background for reflections.
</constant>
<constant name="REFLECTION_SOURCE_DISABLED" value="1" enum="ReflectionSource">
Disable reflections.
</constant>
<constant name="REFLECTION_SOURCE_SKY" value="2" enum="ReflectionSource">
Use the [Sky] for reflections regardless of what the background is.
</constant>
<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
Linear tonemapper operator. Reads the linear data and passes it on unmodified.
</constant>
<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
</constant>
<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
Filmic tonemapper operator.
</constant>
<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
Academy Color Encoding System tonemapper operator.
</constant>
<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode">
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
</constant>
<constant name="GLOW_BLEND_MODE_SCREEN" value="1" enum="GlowBlendMode">
Screen glow blending mode. Increases brightness, used frequently with bloom.
</constant>
<constant name="GLOW_BLEND_MODE_SOFTLIGHT" value="2" enum="GlowBlendMode">
Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).
</constant>
<constant name="GLOW_BLEND_MODE_REPLACE" value="3" enum="GlowBlendMode">
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.
</constant>
<constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode">
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="SSAO_BLUR_DISABLED" value="0" enum="SSAOBlur">
No blur for the screen-space ambient occlusion effect (fastest).
</constant>
<constant name="SSAO_BLUR_1x1" value="1" enum="SSAOBlur">
1×1 blur for the screen-space ambient occlusion effect.
</constant>
<constant name="SSAO_BLUR_2x2" value="2" enum="SSAOBlur">
2×2 blur for the screen-space ambient occlusion effect.
</constant>
<constant name="SSAO_BLUR_3x3" value="3" enum="SSAOBlur">
3×3 blur for the screen-space ambient occlusion effect. Increases the radius of the blur for a smoother look, but can result in checkerboard-like artifacts.
</constant>
<constant name="SDFGI_CASCADES_4" value="0" enum="SDFGICascades">
</constant>
<constant name="SDFGI_CASCADES_6" value="1" enum="SDFGICascades">
</constant>
<constant name="SDFGI_CASCADES_8" value="2" enum="SDFGICascades">
</constant>
<constant name="SDFGI_Y_SCALE_DISABLED" value="0" enum="SDFGIYScale">
</constant>
<constant name="SDFGI_Y_SCALE_75_PERCENT" value="1" enum="SDFGIYScale">
</constant>
<constant name="SDFGI_Y_SCALE_50_PERCENT" value="2" enum="SDFGIYScale">
</constant>
</constants>
</class>