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.
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Environment¶
Inherits: Resource < RefCounted < Object
Resource for environment nodes (like WorldEnvironment) that define multiple rendering options.
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
Tutorials¶
Properties¶
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Methods¶
get_glow_level ( int idx ) const |
|
void |
set_glow_level ( int idx, float intensity ) |
Enumerations¶
enum BGMode:
BGMode BG_CLEAR_COLOR = 0
Clears the background using the clear color defined in ProjectSettings.rendering/environment/defaults/default_clear_color.
BGMode BG_COLOR = 1
Clears the background using a custom clear color.
BGMode BG_SKY = 2
Displays a user-defined sky in the background.
BGMode BG_CANVAS = 3
Displays a CanvasLayer in the background.
BGMode BG_KEEP = 4
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.
BGMode BG_CAMERA_FEED = 5
Displays a camera feed in the background.
BGMode BG_MAX = 6
Represents the size of the BGMode enum.
enum AmbientSource:
AmbientSource AMBIENT_SOURCE_BG = 0
Gather ambient light from whichever source is specified as the background.
AmbientSource AMBIENT_SOURCE_DISABLED = 1
Disable ambient light. This provides a slight performance boost over AMBIENT_SOURCE_SKY.
AmbientSource AMBIENT_SOURCE_COLOR = 2
Specify a specific Color for ambient light. This provides a slight performance boost over AMBIENT_SOURCE_SKY.
AmbientSource AMBIENT_SOURCE_SKY = 3
Gather ambient light from the Sky regardless of what the background is.
enum ReflectionSource:
ReflectionSource REFLECTION_SOURCE_BG = 0
Use the background for reflections.
ReflectionSource REFLECTION_SOURCE_DISABLED = 1
Disable reflections. This provides a slight performance boost over other options.
ReflectionSource REFLECTION_SOURCE_SKY = 2
Use the Sky for reflections regardless of what the background is.
enum ToneMapper:
ToneMapper TONE_MAPPER_LINEAR = 0
Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
ToneMapper TONE_MAPPER_REINHARDT = 1
Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: color = color / (1 + color)
. This avoids clipping bright highlights, but the resulting image can look a bit dull.
ToneMapper TONE_MAPPER_FILMIC = 2
Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than TONE_MAPPER_REINHARDT.
ToneMapper TONE_MAPPER_ACES = 3
Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to TONE_MAPPER_REINHARDT and TONE_MAPPER_FILMIC.
Note: This tonemapping operator is called "ACES Fitted" in Godot 3.x.
enum GlowBlendMode:
GlowBlendMode GLOW_BLEND_MODE_ADDITIVE = 0
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
GlowBlendMode GLOW_BLEND_MODE_SCREEN = 1
Screen glow blending mode. Increases brightness, used frequently with bloom.
GlowBlendMode GLOW_BLEND_MODE_SOFTLIGHT = 2
Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).
GlowBlendMode GLOW_BLEND_MODE_REPLACE = 3
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.
GlowBlendMode GLOW_BLEND_MODE_MIX = 4
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
enum SDFGIYScale:
SDFGIYScale SDFGI_Y_SCALE_50_PERCENT = 0
Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.
SDFGIYScale SDFGI_Y_SCALE_75_PERCENT = 1
Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.
SDFGIYScale SDFGI_Y_SCALE_100_PERCENT = 2
Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.
Property Descriptions¶
float adjustment_brightness = 1.0
The global brightness value of the rendered scene. Effective only if adjustment_enabled
is true
.
Texture adjustment_color_correction
The Texture2D or Texture3D lookup table (LUT) to use for the built-in post-process color grading. Can use a GradientTexture1D for a 1-dimensional LUT, or a Texture3D for a more complex LUT. Effective only if adjustment_enabled
is true
.
float adjustment_contrast = 1.0
The global contrast value of the rendered scene (default value is 1). Effective only if adjustment_enabled
is true
.
bool adjustment_enabled = false
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.
Note: Adjustments are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
float adjustment_saturation = 1.0
The global color saturation value of the rendered scene (default value is 1). Effective only if adjustment_enabled
is true
.
Color ambient_light_color = Color(0, 0, 0, 1)
The ambient light's Color. Only effective if ambient_light_sky_contribution is lower than 1.0
(exclusive).
float ambient_light_energy = 1.0
The ambient light's energy. The higher the value, the stronger the light. Only effective if ambient_light_sky_contribution is lower than 1.0
(exclusive).
float ambient_light_sky_contribution = 1.0<