Environment Properties |
The Environment type exposes the following members.
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 . |