Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

CameraAttributesPractical

繼承: CameraAttributes < Resource < RefCounted < Object

相機設定,格式比較易用。

說明

Controls camera-specific attributes such as auto-exposure, depth of field, and exposure override.

When used in a WorldEnvironment it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own CameraAttributes, including the editor camera. When used in a Camera3D it will override any CameraAttributes set in the WorldEnvironment. When used in VoxelGI or LightmapGI, only the exposure settings will be used.

Note: Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.

Note: Auto-exposure is only supported in the Forward+ rendering method, not Mobile or Compatibility.

屬性

float

auto_exposure_max_sensitivity

800.0

float

auto_exposure_min_sensitivity

0.0

float

dof_blur_amount

0.1

float

dof_blur_far_distance

10.0

bool

dof_blur_far_enabled

false

float

dof_blur_far_transition

5.0

float

dof_blur_near_distance

2.0

bool

dof_blur_near_enabled

false

float

dof_blur_near_transition

1.0


屬性說明

float auto_exposure_max_sensitivity = 800.0 🔗

  • void set_auto_exposure_max_sensitivity(value: float)

  • float get_auto_exposure_max_sensitivity()

計算自動曝光時使用的最大感光度(單位:ISO)。在計算場景平均亮度時,顏色值將至少被鉗制在這個值上。這限制了自動曝光在低於一定的亮度進行曝光時,導致場景將保持明亮的一個截止點。


float auto_exposure_min_sensitivity = 0.0 🔗

  • void set_auto_exposure_min_sensitivity(value: float)

  • float get_auto_exposure_min_sensitivity()

計算自動曝光時使用的最小感光度(單位:ISO)。在計算場景平均亮度時,顏色值將至少被鉗制在這個值上。這限制了自動曝光在超過一定的亮度進行曝光時,導致場景將保持黑暗的一個截止點。


float dof_blur_amount = 0.1 🔗

  • void set_dof_blur_amount(value: float)

  • float get_dof_blur_amount()

Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of blurriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.


float dof_blur_far_distance = 10.0 🔗

  • void set_dof_blur_far_distance(value: float)

  • float get_dof_blur_far_distance()

距離該 Camera3D 比該值遠的對象將因景深效果而變得模糊。以米為單位進行測量。


bool dof_blur_far_enabled = false 🔗

  • void set_dof_blur_far_enabled(value: bool)

  • bool is_dof_blur_far_enabled()

Enables depth of field blur for objects further than dof_blur_far_distance. Strength of blur is controlled by dof_blur_amount and modulated by dof_blur_far_transition.

Note: Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.

Note: Depth of field blur is not supported on viewports that have a transparent background (where Viewport.transparent_bg is true).


float dof_blur_far_transition = 5.0 🔗

  • void set_dof_blur_far_transition(value: float)

  • float get_dof_blur_far_transition()

當為正數時,距離超過該值(從 dof_blur_far_distance 開始)時,模糊效果將從 0 縮放到 dof_blur_amount。當為負數時,使用基於物理的縮放,因此景深效果將在 dof_blur_far_distance 處從 0 開始縮放,並且隨著物件遠離該 Camera3D,將以物理上準確的方式增加該效果。


float dof_blur_near_distance = 2.0 🔗

  • void set_dof_blur_near_distance(value: float)

  • float get_dof_blur_near_distance()

距離該 Camera3D 比該值近的對象將因景深效果而變得模糊。以米為單位進行測量。


bool dof_blur_near_enabled = false 🔗

  • void set_dof_blur_near_enabled(value: bool)

  • bool is_dof_blur_near_enabled()

為距離小於 dof_blur_near_distance 的物件啟用景深模糊效果。模糊強度由 dof_blur_amount 控制,並由 dof_blur_near_transition 調節。

注意: 景深模糊僅在 Forward+ 和 Mobile 渲染方法中受支持,不支援相容模式。

注意: 景深模糊在具有透明背景的視口(Viewport.transparent_bgtrue)上不受支援。


float dof_blur_near_transition = 1.0 🔗

  • void set_dof_blur_near_transition(value: float)

  • float get_dof_blur_near_transition()

當為正數時,距離超過該值且截止到 dof_blur_near_distance 時,模糊效果將從 0 縮放到 dof_blur_amount。當為負數時,使用基於物理的縮放,因此景深效果將在 dof_blur_near_distance 處從 0 開始縮放,並且隨著物件靠近該 Camera3D,將以物理上準確的方式增加該效果。