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Environment and post-processing

Godot 4 provides a redesigned Environment resource, as well as a new post-processing system with many available effects right out of the box.


As of Godot 4, Environment performance/quality settings are defined in the project settings instead of in the Environment resource. This makes global adjustments easier, as you no longer have to tweak Environment resources individually to suit various hardware configurations.

Note that most Environment performance/quality settings are only visible after enabling the Advanced toggle in the Project Settings.


The Environment resource stores all the information required for controlling the 2D and 3D rendering environment. This includes the sky, ambient lighting, tone mapping, effects, and adjustments. By itself, it does nothing, but you can enable it by using it in one of the following locations, in order of priority:

Camera3D node (high priority)

An Environment can be set to a Camera3D node. It will have priority over any other setting.


This is mostly useful when you want to override an existing environment, but in general it's a better idea to use the option below.

Preview environment and sun (low priority)


Since Godot 4, the preview environment and sun system replace the default_env.tres file that was used in Godot 3 projects.

If no WorldEnvironment node or DirectionalLight3D node is present in the current scene, the editor will display a preview environment and sun instead. This can be disabled using the buttons at the top of the 3D editor:


Clicking on the 3 vertical dots on the right will display a dialog which allows you to customize the appearance of the preview environment:


The preview sun and sky is only visible in the editor, not in the running project. Using the buttons at the bottom of the dialog, you can add the preview sun and sky into the scene as nodes.


If you hold Shift while clicking Add Sun to Scene or Add Environment to Scene in the preview environment editor, this will add both a preview sun and environment to the current scene (as if you clicked both buttons separately). Use this to speed up project setup and prototyping.

Camera attributes


In Godot 4, exposure and depth of field information was split from the Environment resource into a separate CameraAttributes resource. This allows adjusting those properties independently of other Environment settings more easily.

The CameraAttributes resource stores exposure and depth of field information. It also allows enabling automatic exposure adjustments depending on scene brightness.

There are two kinds of CameraAttribute resources available:

  • CameraAttributesPractical: Features are exposed using arbitrary units, which are easier to reason about for most game use cases.

  • CameraAttributesPhysical: Features are exposed using real world units, similar to a digital camera. For example, field of view is set using a focal length in millimeters instead of a value in degrees. Recommended when physical accuracy is important, such as for photorealistic rendering.

Both CameraAttribute resource types allow you to use the same features, but they are configured differently. If you don't know which one to choose, use CameraAttributesPractical.


Using a CameraAttributesPhysical on a Camera3D node will lock out FOV and aspect adjustments in that Camera3D, as field of view is adjusted in the CameraAttributesPhysical resource instead. If used in a WorldEnvironment, the CameraAttributesPhysical will not override any Camera3D in the scene.

A CameraAttributes resource can be added to a Camera3D or a WorldEnvironment node. When the current camera has a CameraAttributes set, it will override the one set in WorldEnvironment (if any).

In most situations, setting the CameraAttributes resource on the Camera3D node instead of the WorldEnvironment is recommended. Unlike WorldEnvironment, assigning the CameraAttributes resource to the Camera3D node prevents depth of field from displaying in the 3D editor viewport, unless the camera is being previewed.

Environment options

The following is a detailed description of all environment options and how they are intended to be used.


The Background section contains settings on how to fill the background (parts of the screen where objects were not drawn). The background not only serves the purpose of displayin