Environment Class |
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
These effects will only apply when the Viewport's intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with , or for specific Viewports via the Usage property.
Namespace: Godot
public class Environment : Resource
The Environment type exposes the following members.
Name | Description | |
---|---|---|
Environment | Initializes a new instance of the Environment class |
Name | Description | |
---|---|---|
AdjustmentBrightness | The global brightness value of the rendered scene. Effective only if adjustment_enabled is true. | |
AdjustmentColorCorrection | Applies the provided Texture resource to affect the global color aspect of the rendered scene. Effective only if adjustment_enabled is true. | |
AdjustmentContrast | The global contrast value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true. | |
AdjustmentEnabled | 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. | |
AdjustmentSaturation | The global color saturation value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true. | |
AmbientLightColor | The ambient light's Color. | |
AmbientLightEnergy | The ambient light's energy. The higher the value, the stronger the light. | |
AmbientLightSkyContribution | 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. | |
AutoExposureEnabled | If true, enables the tonemapping auto exposure mode of the scene renderer. If true, the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light. | |
AutoExposureMaxLuma | The maximum luminance value for the auto exposure. | |
AutoExposureMinLuma | The minimum luminance value for the auto exposure. | |
AutoExposureScale | The scale of the auto exposure effect. Affects the intensity of auto exposure. | |
AutoExposureSpeed | The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure. | |
BackgroundCameraFeedId | The ID of the camera feed to show in the background. | |
BackgroundCanvasMaxLayer | The maximum layer ID to display. Only effective when using the background mode. | |
BackgroundColor | The Color displayed for clear areas of the scene. Only effective when using the or background modes). | |
BackgroundEnergy | The power of the light emitted by the background. | |
BackgroundMode | The background mode. See EnvironmentBGMode for possible values. | |
BackgroundSky | The Sky resource defined as background. | |
BackgroundSkyCustomFov | The Sky resource's custom field of view. | |
BackgroundSkyOrientation | ||
BackgroundSkyRotation | The Sky resource's rotation expressed as Euler angles in radians. | |
BackgroundSkyRotationDegrees | The Sky resource's rotation expressed as Euler angles in degrees. | |
DofBlurFarAmount | The amount of far blur for the depth-of-field effect. | |
DofBlurFarDistance | The distance from the camera where the far blur effect affects the rendering. | |
DofBlurFarEnabled | If true, enables the depth-of-field far blur effect. | |
DofBlurFarQuality | The depth-of-field far blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower. | |
DofBlurFarTransition | The length of the transition between the no-blur area and far blur. | |
DofBlurNearAmount | The amount of near blur for the depth-of-field effect. | |
DofBlurNearDistance | Distance from the camera where the near blur effect affects the rendering. | |
DofBlurNearEnabled | If true, enables the depth-of-field near blur effect. | |
DofBlurNearQuality | The depth-of-field near blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower. | |
DofBlurNearTransition | The length of the transition between the near blur and no-blur area. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
FogColor | The fog's Color. | |
FogDepthBegin | The fog's depth starting distance from the camera. | |
FogDepthCurve | The fog depth's intensity curve. A number of presets are available in the Inspector by right-clicking the curve. | |
FogDepthEnabled | If true, the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera). | |
FogDepthEnd | 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 Far value. | |
FogEnabled | If true, fog effects are enabled. FogHeightEnabled and/or FogDepthEnabled must be set to true to actually display fog. | |
FogHeightCurve | The height fog's intensity. A number of presets are available in the Inspector by right-clicking the curve. | |
FogHeightEnabled | If true, 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. | |
FogHeightMax | The Y coordinate where the height fog will be the most intense. If this value is greater than FogHeightMin, fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom. | |
FogHeightMin | The Y coordinate where the height fog will be the least intense. If this value is greater than FogHeightMax, fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top. | |
FogSunAmount | 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. | |
FogSunColor | The depth fog's Color when looking towards the sun. | |
FogTransmitCurve | The intensity of the fog light transmittance effect. Amount of light that the fog transmits. | |
FogTransmitEnabled | Enables fog's light transmission effect. If true, light will be more visible in the fog to simulate light scattering as in real life. | |
GlowBicubicUpscale | Smooths out the blockiness created by sampling higher levels, at the cost of performance. Note: When using the GLES2 renderer, this is only available if the GPU supports the GL_EXT_gpu_shader4 extension. | |
GlowBlendMode | The glow blending mode. | |
GlowBloom | The bloom's intensity. If set to a value higher than 0, this will make glow visible in areas darker than the GlowHdrThreshold. | |
GlowEnabled | If true, the glow effect is enabled. | |
GlowHdrLuminanceCap | The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect. | |
GlowHdrScale | The bleed scale of the HDR glow. | |
GlowHdrThreshold | The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn't support HDR), this needs to be below 1.0 for glow to be visible. A value of 0.9 works well in this case. | |
GlowIntensity | The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering. | |
GlowLevels__1 | If true, the 1st level of glow is enabled. This is the most "local" level (least blurry). | |
GlowLevels__2 | If true, the 2th level of glow is enabled. | |
GlowLevels__3 | If true, the 3th level of glow is enabled. | |
GlowLevels__4 | If true, the 4th level of glow is enabled. | |
GlowLevels__5 | If true, the 5th level of glow is enabled. | |
GlowLevels__6 | If true, the 6th level of glow is enabled. | |
GlowLevels__7 | If true, the 7th level of glow is enabled. This is the most "global" level (blurriest). | |
GlowStrength | The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering. | |
NativeInstance | (Inherited from Object.) | |
ResourceLocalToScene | If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene. | |
ResourceName | The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor. | |
ResourcePath | The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index. | |
SsaoAoChannelAffect | 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. | |
SsaoBias | The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion. | |
SsaoBlur | The screen-space ambient occlusion blur quality. See EnvironmentSSAOBlur for possible values. | |
SsaoColor | The screen-space ambient occlusion color. | |
SsaoEdgeSharpness | The screen-space ambient occlusion edge sharpness. | |
SsaoEnabled | 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. This is a costly effect and should be disabled first when running into performance issues. | |
SsaoIntensity | The primary screen-space ambient occlusion intensity. See also SsaoRadius. | |
SsaoIntensity2 | The secondary screen-space ambient occlusion intensity. See also SsaoRadius2. | |
SsaoLightAffect | 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. | |
SsaoQuality | The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower. | |
SsaoRadius | The primary screen-space ambient occlusion radius. | |
SsaoRadius2 | The secondary screen-space ambient occlusion radius. If set to a value higher than 0, enables the secondary screen-space ambient occlusion effect which can be used to improve the effect's appearance (at the cost of performance). | |
SsReflectionsDepthTolerance | The depth tolerance for screen-space reflections. | |
SsReflectionsEnabled | If true, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from GIProbes or ReflectionProbes, but are slower and can't reflect surfaces occluded by others. | |
SsReflectionsFadeIn | The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection). | |
SsReflectionsFadeOut | The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection. | |
SsReflectionsMaxSteps | The maximum number of steps for screen-space reflections. Higher values are slower. | |
SsReflectionsRoughness | If true, screen-space reflections will take the material roughness into account. | |
TonemapExposure | The default exposure used for tonemapping. | |
TonemapMode | 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.) | |
TonemapWhite | The white reference value for tonemapping. Only effective if the TonemapMode isn't set to . |
Name | Description | |
---|---|---|
_Get | Virtual method which can be overridden to customize the return value of Get(String). Returns the given property. Returns null if the property does not exist. | |
_GetPropertyList | Virtual method which can be overridden to customize the return value of GetPropertyList. Returns the object's property list as an Array of dictionaries. Each property's Dictionary must contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
_Notification | Called whenever the object receives a notification, which is identified in what by a constant. The base Object has two constants and , but subclasses such as Node define a lot more notifications which are also received by this method. | |
_Set | Virtual method which can be overridden to customize the return value of Set(String, Object). Sets a property. Returns true if the property exists. | |
_SetupLocalToScene | Virtual function which can be overridden to customize the behavior value of SetupLocalToScene. | |
AddUserSignal | Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see VariantType) entries. | |
Call | Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
CallDeferred | Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call_deferred("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
Callv | Calls the method on the object and returns the result. Contrarily to Call(String, Object), this method does not support a variable number of arguments but expects all parameters to be via a single Array. callv("set", [ "position", Vector2(42.0, 0.0) ]) | |
CanTranslateMessages | Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String). | |
Connect | Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to EmitSignal(String, Object). Use flags to set deferred or one-shot connections. See ObjectConnectFlags constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with . To avoid this, first, use IsConnected(String, Object, String) to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples: connect("pressed", self, "_on_Button_pressed") # BaseButton signal connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal An example of the relationship between binds passed to Connect(String, Object, String, Array, UInt32) and parameters used when calling EmitSignal(String, Object): connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first func _on_Player_hit(hit_by, level, weapon_type, damage): print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage]) | |
Disconnect | Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use IsConnected(String, Object, String) to ensure that the connection exists. | |
Dispose | (Inherited from Object.) | |
Dispose(Boolean) | (Inherited from Object.) | |
Duplicate | Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. | |
EmitChanged | Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to: emit_signal("changed") Note: This method is called automatically for built-in resources. | |
EmitSignal | Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: emit_signal("hit", weapon_type, damage) emit_signal("game_over") | |
Equals | (Inherited from Object.) | |
Finalize | (Inherited from Object.) | |
Free | Deletes the object from memory immediately. For Nodes, you may want to use QueueFree to queue the node for safe deletion at the end of the current frame. Important: If you have a variable pointing to an object, it will not be assigned to null once the object is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties. | |
Get | Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
GetAdjustmentBrightness | Obsolete. | |
GetAdjustmentColorCorrection | Obsolete. | |
GetAdjustmentContrast | Obsolete. | |
GetAdjustmentSaturation | Obsolete. | |
GetAmbientLightColor | Obsolete. | |
GetAmbientLightEnergy | Obsolete. | |
GetAmbientLightSkyContribution | Obsolete. | |
GetBackground | Obsolete. | |
GetBgColor | Obsolete. | |
GetBgEnergy | Obsolete. | |
GetCameraFeedId | Obsolete. | |
GetCanvasMaxLayer | Obsolete. | |
GetClass | Returns the object's class as a String. | |
GetDofBlurFarAmount | Obsolete. | |
GetDofBlurFarDistance | Obsolete. | |
GetDofBlurFarQuality | Obsolete. | |
GetDofBlurFarTransition | Obsolete. | |
GetDofBlurNearAmount | Obsolete. | |
GetDofBlurNearDistance | Obsolete. | |
GetDofBlurNearQuality | Obsolete. | |
GetDofBlurNearTransition | Obsolete. | |
GetFogColor | Obsolete. | |
GetFogDepthBegin | Obsolete. | |
GetFogDepthCurve | Obsolete. | |
GetFogDepthEnd | Obsolete. | |
GetFogHeightCurve | Obsolete. | |
GetFogHeightMax | Obsolete. | |
GetFogHeightMin | Obsolete. | |
GetFogSunAmount | Obsolete. | |
GetFogSunColor | Obsolete. | |
GetFogTransmitCurve | Obsolete. | |
GetGlowBlendMode | Obsolete. | |
GetGlowBloom | Obsolete. | |
GetGlowHdrBleedScale | Obsolete. | |
GetGlowHdrBleedThreshold | Obsolete. | |
GetGlowHdrLuminanceCap | Obsolete. | |
GetGlowIntensity | Obsolete. | |
GetGlowStrength | Obsolete. | |
GetHashCode | (Inherited from Object.) | |
GetIncomingConnections | Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries: - source is a reference to the signal emitter. - signal_name is the name of the connected signal. - method_name is the name of the method to which the signal is connected. | |
GetIndexed | Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". | |
GetInstanceId | Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id. | |
GetLocalScene | If ResourceLocalToScene is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns null. | |
GetMeta | Returns the object's metadata entry for the given name. | |
GetMetaList | Returns the object's metadata as a String. | |
GetMethodList | Returns the object's methods and their signatures as an Array. | |
GetName | Obsolete. (Inherited from Resource.) | |
GetPath | Obsolete. (Inherited from Resource.) | |
GetPropertyList | Returns the object's property list as an Array of dictionaries. Each property's Dictionary contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
GetRid | Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID. | |
GetScript | Returns the object's Script instance, or null if none is assigned. | |
GetSignalConnectionList | Returns an Array of connections for the given signal. | |
GetSignalList | Returns the list of signals as an Array of dictionaries. | |
GetSky | Obsolete. | |
GetSkyCustomFov | Obsolete. | |
GetSkyOrientation | Obsolete. | |
GetSkyRotation | Obsolete. | |
GetSkyRotationDegrees | Obsolete. | |
GetSsaoAoChannelAffect | Obsolete. | |
GetSsaoBias | Obsolete. | |
GetSsaoBlur | Obsolete. | |
GetSsaoColor | Obsolete. | |
GetSsaoDirectLightAffect | Obsolete. | |
GetSsaoEdgeSharpness | Obsolete. | |
GetSsaoIntensity | Obsolete. | |
GetSsaoIntensity2 | Obsolete. | |
GetSsaoQuality | Obsolete. | |
GetSsaoRadius | Obsolete. | |
GetSsaoRadius2 | Obsolete. | |
GetSsrDepthTolerance | Obsolete. | |
GetSsrFadeIn | Obsolete. | |
GetSsrFadeOut | Obsolete. | |
GetSsrMaxSteps | Obsolete. | |
GetTonemapAutoExposure | Obsolete. | |
GetTonemapAutoExposureGrey | Obsolete. | |
GetTonemapAutoExposureMax | Obsolete. | |
GetTonemapAutoExposureMin | Obsolete. | |
GetTonemapAutoExposureSpeed | Obsolete. | |
GetTonemapExposure | Obsolete. | |
GetTonemapper | Obsolete. | |
GetTonemapWhite | Obsolete. | |
GetType | (Inherited from Object.) | |
HasMeta | Returns true if a metadata entry is found with the given name. | |
HasMethod | Returns true if the object contains the given method. | |
HasSignal | Returns true if the given signal exists. | |
HasUserSignal | Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account. | |
InitRef | Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful. | |
IsAdjustmentEnabled | Obsolete. | |
IsBlockingSignals | Returns true if signal emission blocking is enabled. | |
IsClass | Returns true if the object inherits from the given class. | |
IsConnected | Returns true if a connection exists for a given signal, target, and method. | |
IsDofBlurFarEnabled | Obsolete. | |
IsDofBlurNearEnabled | Obsolete. | |
IsFogDepthEnabled | Obsolete. | |
IsFogEnabled | Obsolete. | |
IsFogHeightEnabled | Obsolete. | |
IsFogTransmitEnabled | Obsolete. | |
IsGlowBicubicUpscaleEnabled | Obsolete. | |
IsGlowEnabled | Obsolete. | |
IsGlowLevelEnabled | Obsolete. Returns true if the glow level idx is specified, false otherwise. | |
IsLocalToScene | Obsolete. (Inherited from Resource.) | |
IsQueuedForDeletion | Returns true if the QueueFree method was called for the object. | |
IsSsaoEnabled | Obsolete. | |
IsSsrEnabled | Obsolete. | |
IsSsrRough | Obsolete. | |
MemberwiseClone | (Inherited from Object.) | |
Notification | Send a given notification to the object, which will also trigger a call to the _Notification(Int32) method of all classes that the object inherits from. If reversed is true, _Notification(Int32) is called first on the object's own class, and then up to its successive parent classes. If reversed is false, _Notification(Int32) is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes. | |
PropertyListChangedNotify | Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds. | |
Reference_ | Increments the internal reference counter. Use this only if you really know what you are doing. Returns true if the increment was successful, false otherwise. | |
RemoveMeta | Removes a given entry from the object's metadata. See also SetMeta(String, Object). | |
Set | Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetAdjustmentBrightness | Obsolete. | |
SetAdjustmentColorCorrection | Obsolete. | |
SetAdjustmentContrast | Obsolete. | |
SetAdjustmentEnable | Obsolete. | |
SetAdjustmentSaturation | Obsolete. | |
SetAmbientLightColor | Obsolete. | |
SetAmbientLightEnergy | Obsolete. | |
SetAmbientLightSkyContribution | Obsolete. | |
SetBackground | Obsolete. | |
SetBgColor | Obsolete. | |
SetBgEnergy | Obsolete. | |
SetBlockSignals | If set to true, signal emission is blocked. | |
SetCameraFeedId | Obsolete. | |
SetCanvasMaxLayer | Obsolete. | |
SetDeferred | Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling Set(String, Object) via CallDeferred(String, Object), i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetDofBlurFarAmount | Obsolete. | |
SetDofBlurFarDistance | Obsolete. | |
SetDofBlurFarEnabled | Obsolete. | |
SetDofBlurFarQuality | Obsolete. | |
SetDofBlurFarTransition | Obsolete. | |
SetDofBlurNearAmount | Obsolete. | |
SetDofBlurNearDistance | Obsolete. | |
SetDofBlurNearEnabled | Obsolete. | |
SetDofBlurNearQuality | Obsolete. | |
SetDofBlurNearTransition | Obsolete. | |
SetFogColor | Obsolete. | |
SetFogDepthBegin | Obsolete. | |
SetFogDepthCurve | Obsolete. | |
SetFogDepthEnabled | Obsolete. | |
SetFogDepthEnd | Obsolete. | |
SetFogEnabled | Obsolete. | |
SetFogHeightCurve | Obsolete. | |
SetFogHeightEnabled | Obsolete. | |
SetFogHeightMax | Obsolete. | |
SetFogHeightMin | Obsolete. | |
SetFogSunAmount | Obsolete. | |
SetFogSunColor | Obsolete. | |
SetFogTransmitCurve | Obsolete. | |
SetFogTransmitEnabled | Obsolete. | |
SetGlowBicubicUpscale | Obsolete. | |
SetGlowBlendMode | Obsolete. | |
SetGlowBloom | Obsolete. | |
SetGlowEnabled | Obsolete. | |
SetGlowHdrBleedScale | Obsolete. | |
SetGlowHdrBleedThreshold | Obsolete. | |
SetGlowHdrLuminanceCap | Obsolete. | |
SetGlowIntensity | Obsolete. | |
SetGlowLevel | Obsolete. Enables or disables the glow level at index idx. 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. | |
SetGlowStrength | Obsolete. | |
SetIndexed | Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example: set_indexed("position", Vector2(42, 0)) set_indexed("position:y", -10) print(position) # (42, -10) | |
SetLocalToScene | Obsolete. (Inherited from Resource.) | |
SetMessageTranslation | Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default. | |
SetMeta | Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use RemoveMeta(String). Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name". | |
SetName | Obsolete. (Inherited from Resource.) | |
SetPath | Obsolete. (Inherited from Resource.) | |
SetScript | Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's method will be called. | |
SetSky | Obsolete. | |
SetSkyCustomFov | Obsolete. | |
SetSkyOrientation | Obsolete. | |
SetSkyRotation | Obsolete. | |
SetSkyRotationDegrees | Obsolete. | |
SetSsaoAoChannelAffect | Obsolete. | |
SetSsaoBias | Obsolete. | |
SetSsaoBlur | Obsolete. | |
SetSsaoColor | Obsolete. | |
SetSsaoDirectLightAffect | Obsolete. | |
SetSsaoEdgeSharpness | Obsolete. | |
SetSsaoEnabled | Obsolete. | |
SetSsaoIntensity | Obsolete. | |
SetSsaoIntensity2 | Obsolete. | |
SetSsaoQuality | Obsolete. | |
SetSsaoRadius | Obsolete. | |
SetSsaoRadius2 | Obsolete. | |
SetSsrDepthTolerance | Obsolete. | |
SetSsrEnabled | Obsolete. | |
SetSsrFadeIn | Obsolete. | |
SetSsrFadeOut | Obsolete. | |
SetSsrMaxSteps | Obsolete. | |
SetSsrRough | Obsolete. | |
SetTonemapAutoExposure | Obsolete. | |
SetTonemapAutoExposureGrey | Obsolete. | |
SetTonemapAutoExposureMax | Obsolete. | |
SetTonemapAutoExposureMin | Obsolete. | |
SetTonemapAutoExposureSpeed | Obsolete. | |
SetTonemapExposure | Obsolete. | |
SetTonemapper | Obsolete. | |
SetTonemapWhite | Obsolete. | |
SetupLocalToScene | This method is called when a resource with ResourceLocalToScene enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding _SetupLocalToScene from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport. | |
TakeOverPath | Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting ResourcePath, as the latter would error out if another resource was already cached for the given path. | |
ToSignal |
Returns a new SignalAwaiter awaiter configured to complete when the instance
source emits the signal specified by the signal parameter.
(Inherited from Object.) | |
ToString | (Inherited from Object.) | |
Tr | Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See SetMessageTranslation(Boolean). | |
Unreference | Decrements the internal reference counter. Use this only if you really know what you are doing. Returns true if the decrement was successful, false otherwise. |