Environment

Inherits: Resource < Reference < 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

If the target Viewport is set to “2D Without Sampling”, all post-processing effects will be unavailable. With “3D Without Effects”, the following options will be unavailable:

  • Ssao

  • Ss Reflections

This can be configured for the root Viewport with ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation, or for specific Viewports via the Viewport.usage property.

Note that ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation has a mobile platform override to use “3D Without Effects” by default. It improves the performance on mobile devices, but at the same time affects the screen display on mobile devices.

Tutorials

Properties

float

adjustment_brightness

1.0

Texture

adjustment_color_correction

float

adjustment_contrast

1.0

bool

adjustment_enabled

false

float

adjustment_saturation

1.0

Color

ambient_light_color

Color( 0, 0, 0, 1 )

float

ambient_light_energy

1.0

float

ambient_light_sky_contribution

1.0

bool

auto_exposure_enabled

false

float

auto_exposure_max_luma

8.0

float

auto_exposure_min_luma

0.05

float

auto_exposure_scale

0.4

float

auto_exposure_speed

0.5

int

background_camera_feed_id

1

int

background_canvas_max_layer

0

Color

background_color

Color( 0, 0, 0, 1 )

float

background_energy

1.0

BGMode

background_mode

0

Sky

background_sky

float

background_sky_custom_fov

0.0

Basis

background_sky_orientation

Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )

Vector3

background_sky_rotation

Vector3( 0, 0, 0 )

Vector3

background_sky_rotation_degrees

Vector3( 0, 0, 0 )

float

dof_blur_far_amount

0.1

float

dof_blur_far_distance

10.0

bool

dof_blur_far_enabled

false

DOFBlurQuality

dof_blur_far_quality

1

float

dof_blur_far_transition

5.0

float

dof_blur_near_amount

0.1

float

dof_blur_near_distance

2.0

bool

dof_blur_near_enabled

false

DOFBlurQuality

dof_blur_near_quality

1

float

dof_blur_near_transition

1.0

Color

fog_color

Color( 0.5, 0.6, 0.7, 1 )

float

fog_depth_begin

10.0

float

fog_depth_curve

1.0

bool

fog_depth_enabled

true

float

fog_depth_end

100.0

bool

fog_enabled

false

float

fog_height_curve

1.0

bool

fog_height_enabled

false

float

fog_height_max

0.0

float

fog_height_min

10.0

float

fog_sun_amount

0.0

Color

fog_sun_color

Color( 1, 0.9, 0.7, 1 )

float

fog_transmit_curve

1.0

bool

fog_transmit_enabled

false

bool

glow_bicubic_upscale

false

GlowBlendMode

glow_blend_mode

2

float

glow_bloom

0.0

bool

glow_enabled

false

float

glow_hdr_luminance_cap

12.0

float

glow_hdr_scale

2.0

float

glow_hdr_threshold

1.0

bool

glow_high_quality

false

float

glow_intensity

0.8

bool

glow_levels/1

false

bool

glow_levels/2

false

bool

glow_levels/3

true

bool

glow_levels/4

false

bool

glow_levels/5

true

bool

glow_levels/6

false

bool

glow_levels/7

false

float

glow_strength

1.0

float

ss_reflections_depth_tolerance

0.2

bool

ss_reflections_enabled

false

float

ss_reflections_fade_in

0.15

float

ss_reflections_fade_out

2.0

int

ss_reflections_max_steps

64

bool

ss_reflections_roughness

true

float

ssao_ao_channel_affect

0.0

float

ssao_bias

0.01

SSAOBlur

ssao_blur

3

Color

ssao_color

Color( 0, 0, 0, 1 )

float

ssao_edge_sharpness

4.0

bool

ssao_enabled

false

float

ssao_intensity

1.0

float

ssao_intensity2

1.0

float

ssao_light_affect

0.0

SSAOQuality

ssao_quality

1

float

ssao_radius

1.0

float

ssao_radius2

0.0

float

tonemap_exposure

1.0

ToneMapper

tonemap_mode

0

float

tonemap_white

1.0

Methods

bool

is_glow_level_enabled ( int idx ) const

void

set_glow_level ( int idx, bool enabled )

Enumerations

enum BGMode:

  • BG_KEEP = 5 —- Keeps on screen every pixel drawn in the background. Only select this mode if you really need to keep the old data. On modern GPUs it will generally not be faster than clearing the background, and can be significantly slower, particularly on mobile.

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.

  • BG_CLEAR_COLOR = 0 —- Clears the background using the clear color defined in ProjectSettings.rendering/environment/default_clear_color.

  • BG_COLOR = 1 —- Clears the background using a custom clear color.

  • BG_SKY = 2 —- Displays a user-defined sky in the background.

  • BG_COLOR_SKY = 3 —- Clears the background using a custom clear color and allows defining a sky for shading and reflection. This mode is slightly faster than BG_SKY and should be preferred in scenes where reflections can be visible, but the sky itself never is (e.g. top-down camera).

  • BG_CANVAS = 4 —- Displays a CanvasLayer in the background.

  • BG_CAMERA_FEED = 6 —- Displays a camera feed in the background.

  • BG_MAX = 7 —- Represents the size of the BGMode enum.


enum GlowBlendMode:

  • GLOW_BLEND_MODE_ADDITIVE = 0 —- Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.

  • GLOW_BLEND_MODE_SCREEN = 1 —- Screen glow blending mode. Increases brightness, used frequently with bloom.

  • GLOW_BLEND_MODE_SOFTLIGHT = 2 —- Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).

  • 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.


enum 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.

  • 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.

  • 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.

  • TONE_MAPPER_ACES = 3 —- Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike TONE_MAPPER_ACES_FITTED, this version of ACES does not handle bright lighting in a physically accurate way. ACES typically has a more contrasted output compared to TONE_MAPPER_REINHARDT and TONE_MAPPER_FILMIC.

Note: This tonemapping operator will be removed in Godot 4.0 in favor of the more accurate TONE_MAPPER_ACES_FITTED.

  • TONE_MAPPER_ACES_FITTED = 4 —- 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.

enum DOFBlurQuality:

  • DOF_BLUR_QUALITY_LOW = 0 —- Low depth-of-field blur quality (fastest).

  • DOF_BLUR_QUALITY_MEDIUM = 1 —- Medium depth-of-field blur quality.

  • DOF_BLUR_QUALITY_HIGH = 2 —- High depth-of-field blur quality (slowest).


enum SSAOBlur:

  • SSAO_BLUR_DISABLED = 0 —- No blur for the screen-space ambient occlusion effect (fastest).

  • SSAO_BLUR_1x1 = 1 —- 1×1 blur for the screen-space ambient occlusion effect.

  • SSAO_BLUR_2x2 = 2 —- 2×2 blur for the screen-space ambient occlusion effect.

  • SSAO_BLUR_3x3 = 3 —- 3×3 blur for the screen-space ambient occlusion effect (slowest).


enum SSAOQuality:

  • SSAO_QUALITY_LOW = 0 —- Low quality for the screen-space ambient occlusion effect (fastest).

  • SSAO_QUALITY_MEDIUM = 1 —- Medium quality for the screen-space ambient occlusion effect.

  • SSAO_QUALITY_HIGH = 2 —- High quality for the screen-space ambient occlusion effect (slowest).

Property Descriptions

  • float adjustment_brightness

Default

1.0

Setter

set_adjustment_brightness(value)

Getter

get_adjustment_brightness()

The global brightness value of the rendered scene. Effective only if adjustment_enabled is true.


  • Texture adjustment_color_correction

Setter

set_adjustment_color_correction(value)

Getter

get_adjustment_color_correction()

Applies the provided Texture resource to affect the global color aspect of the rendered scene. Effective only if adjustment_enabled is true.


  • float adjustment_contrast

Default

1.0

Setter

set_adjustment_contrast(value)

Getter

get_adjustment_contrast()

The global contrast value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.


  • bool adjustment_enabled

Default

false

Setter

set_adjustment_enable(value)

Getter

is_adjustment_enabled()

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.


  • float adjustment_saturation

Default

1.0

Setter

set_adjustment_saturation(value)

Getter

get_adjustment_saturation()

The global color saturation value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.


  • Color ambient_light_color

Default

Color( 0, 0, 0, 1 )

Setter

set_ambient_light_color(value)

Getter

get_ambient_light_color()

The ambient light’s Color.


  • float ambient_light_energy

Default

1.0

Setter

set_ambient_light_energy(value)

Getter

get_ambient_light_energy()

The ambient light’s energy. The higher the value, the stronger the light.


  • float ambient_light_sky_contribution

Default

1.0

Setter

set_ambient_light_sky_contribution(value)

Getter

get_ambient_light_sky_contribution()

Defines the amount of light that the sky brings on the scene. A value of 0.0 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 1.0 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.

Note: ambient_light_sky_contribution is internally clamped between 0.0 and 1.0 (inclusive).


  • bool auto_exposure_enabled

Default

false

Setter

set_tonemap_auto_exposure(value)

Getter

get_tonemap_auto_exposure()

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.


  • float auto_exposure_max_luma

Default

8.0

Setter

set_tonemap_auto_exposure_max(value)

Getter

get_tonemap_auto_exposure_max()

The maximum luminance value for the auto exposure.


  • float auto_exposure_min_luma

Default

0.05

Setter

set_tonemap_auto_exposure_min(value)

Getter

get_tonemap_auto_exposure_min()

The minimum luminance value for the auto exposure.


  • float auto_exposure_scale

Default

0.4

Setter

set_tonemap_auto_exposure_grey(value)

Getter

get_tonemap_auto_exposure_grey()

The scale of the auto exposure effect. Affects the intensity of auto exposure.


  • float auto_exposure_speed

Default

0.5

Setter

set_tonemap_auto_exposure_speed(value)

Getter

get_tonemap_auto_exposure_speed()

The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.


  • int background_camera_feed_id

Default

1

Setter

set_camera_feed_id(value)

Getter

get_camera_feed_id()

The ID of the camera feed to show in the background.


  • int background_canvas_max_layer

Default

0

Setter

set_canvas_max_layer(value)

Getter

get_canvas_max_layer()

The maximum layer ID to display. Only effective when using the BG_CANVAS background mode.


Default

Color( 0, 0, 0, 1 )

Setter

set_bg_color(value)

Getter

get_bg_color()

The Color displayed for clear areas of the scene. Only effective when using the BG_COLOR or BG_COLOR_SKY background modes).


Default

1.0

Setter

set_bg_energy(value)

Getter

get_bg_energy()

The power of the light emitted by the background.


Default

0

Setter

set_background(value)

Getter

get_background()

The background mode. See BGMode for possible values.


  • Sky background_sky

Setter

set_sky(value)

Getter

get_sky()

The Sky resource defined as background.


  • float background_sky_custom_fov

Default

0.0

Setter

set_sky_custom_fov(value)

Getter

get_sky_custom_fov()

The Sky resource’s custom field of view.


  • Basis background_sky_orientation

Default

Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )

Setter

set_sky_orientation(value)

Getter

get_sky_orientation()

The Sky resource’s rotation expressed as a Basis.


Default

Vector3( 0, 0, 0 )

Setter

set_sky_rotation(value)

Getter

get_sky_rotation()

The Sky resource’s rotation expressed as Euler angles in radians.


  • Vector3 background_sky_rotation_degrees

Default

Vector3( 0, 0, 0 )

Setter

set_sky_rotation_degrees(value)

Getter

get_sky_rotation_degrees()

The Sky resource’s rotation expressed as Euler angles in degrees.


  • float dof_blur_far_amount

Default

0.1

Setter

set_dof_blur_far_amount(value)

Getter

get_dof_blur_far_amount()

The amount of far blur for the depth-of-field effect.


  • float dof_blur_far_distance

Default

10.0

Setter

set_dof_blur_far_distance(value)

Getter

get_dof_blur_far_distance()

The distance from the camera where the far blur effect affects the rendering.


  • bool dof_blur_far_enabled

Default

false

Setter

set_dof_blur_far_enabled(value)

Getter

is_dof_blur_far_enabled()

If true, enables the depth-of-field far blur effect.


Default

1

Setter

set_dof_blur_far_quality(value)

Getter

get_dof_blur_far_quality()

The depth-of-field far blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.


  • float dof_blur_far_transition

Default

5.0

Setter

set_dof_blur_far_transition(value)

Getter

get_dof_blur_far_transition()

The length of the transition between the no-blur area and far blur.


  • float dof_blur_near_amount

Default

0.1

Setter

set_dof_blur_near_amount(value)

Getter

get_dof_blur_near_amount()

The amount of near blur for the depth-of-field effect.


  • float dof_blur_near_distance

Default

2.0

Setter

set_dof_blur_near_distance(value)

Getter

get_dof_blur_near_distance()

Distance from the camera where the near blur effect affects the rendering.


  • bool dof_blur_near_enabled

Default

false

Setter

set_dof_blur_near_enabled(value)

Getter

is_dof_blur_near_enabled()

If true, enables the depth-of-field near blur effect.


Default

1

Setter

set_dof_blur_near_quality(value)

Getter

get_dof_blur_near_quality()

The depth-of-field near blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.


  • float dof_blur_near_transition

Default

1.0

Setter

set_dof_blur_near_transition(value)

Getter

get_dof_blur_near_transition()

The length of the transition between the near blur and no-blur area.


Default

Color( 0.5, 0.6, 0.7, 1 )

Setter

set_fog_color(value)

Getter

get_fog_color()

The fog’s Color.


Default

10.0

Setter

set_fog_depth_begin(value)

Getter

get_fog_depth_begin()

The fog’s depth starting distance from the camera.


Default

1.0

Setter

set_fog_depth_curve(value)

Getter

get_fog_depth_curve()

The fog depth’s intensity curve. A number of presets are available in the Inspector by right-clicking the curve.


  • bool fog_depth_enabled

Default

true

Setter

set_fog_depth_enabled(value)

Getter

is_fog_depth_enabled()

If true, the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).


Default

100.0

Setter

set_fog_depth_end(value)

Getter

get_fog_depth_end()

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 Camera.far value.


Default

false

Setter

set_fog_enabled(value)

Getter

is_fog_enabled()

If true, fog effects are enabled. fog_height_enabled and/or fog_depth_enabled must be set to true to actually display fog.


Default

1.0

Setter

set_fog_height_curve(value)

Getter

get_fog_height_curve()

The height fog’s intensity. A number of presets are available in the Inspector by right-clicking the curve.


  • bool fog_height_enabled

Default

false

Setter

set_fog_height_enabled(value)

Getter

is_fog_height_enabled()

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.


Default

0.0

Setter

set_fog_height_max(value)

Getter

get_fog_height_max()

The Y coordinate where the height fog will be the most intense. If this value is greater than fog_height_min, fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.


Default

10.0

Setter

set_fog_height_min(value)

Getter

get_fog_height_min()

The Y coordinate where the height fog will be the least intense. If this value is greater than fog_height_max, fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.


Default

0.0

Setter

set_fog_sun_amount(value)

Getter

get_fog_sun_amount()

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.


Default

Color( 1, 0.9, 0.7, 1 )

Setter

set_fog_sun_color(value)

Getter

get_fog_sun_color()

The depth fog’s Color when looking towards the sun.


  • float fog_transmit_curve

Default

1.0

Setter

set_fog_transmit_curve(value)

Getter

get_fog_transmit_curve()

The intensity of the fog light transmittance effect. Amount of light that the fog transmits.


  • bool fog_transmit_enabled

Default

false

Setter

set_fog_transmit_enabled(value)

Getter

is_fog_transmit_enabled()

Enables fog’s light transmission effect. If true, light will be more visible in the fog to simulate light scattering as in real life.


  • bool glow_bicubic_upscale

Default

false

Setter

set_glow_bicubic_upscale(value)

Getter

is_glow_bicubic_upscale_enabled()

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.


Default

2

Setter

set_glow_blend_mode(value)

Getter

get_glow_blend_mode()

The glow blending mode.


Default

0.0

Setter

set_glow_bloom(value)

Getter

get_glow_bloom()

The bloom’s intensity. If set to a value higher than 0, this will make glow visible in areas darker than the glow_hdr_threshold.


Default

false

Setter

set_glow_enabled(value)

Getter

is_glow_enabled()

If true, the glow effect is enabled.

Note: Only effective if ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation is 3D (not 3D Without Effects). On mobile, ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation defaults to 3D Without Effects by default, so its .mobile override needs to be changed to 3D.

Note: When using GLES3 on mobile, HDR rendering is disabled by default for performance reasons. This means glow will only be visible if glow_hdr_threshold is decreased below 1.0 or if glow_bloom is increased above 0.0. Also consider increasing glow_intensity to 1.5. If you want glow to behave on mobile like it does on desktop (at a performance cost), enable ProjectSettings.rendering/quality/depth/hdr‘s .mobile override.


  • float glow_hdr_luminance_cap

Default

12.0

Setter

set_glow_hdr_luminance_cap(value)

Getter

get_glow_hdr_luminance_cap()

The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.


Default

2.0

Setter

set_glow_hdr_bleed_scale(value)

Getter

get_glow_hdr_bleed_scale()

The bleed scale of the HDR glow.


  • float glow_hdr_threshold

Default

1.0

Setter

set_glow_hdr_bleed_threshold(value)

Getter

get_glow_hdr_bleed_threshold()

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.


  • bool glow_high_quality

Default

false

Setter

set_glow_high_quality(value)

Getter

is_glow_high_quality_enabled()

Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.


Default

0.8

Setter

set_glow_intensity(value)

Getter

get_glow_intensity()

The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.


Default

false

Setter

set_glow_level(value)

Getter

is_glow_level_enabled()

If true, the 1st level of glow is enabled. This is the most “local” level (least blurry).


Default

false

Setter

set_glow_level(value)

Getter

is_glow_level_enabled()

If true, the 2th level of glow is enabled.


Default

true

Setter

set_glow_level(value)

Getter

is_glow_level_enabled()

If true, the 3th level of glow is enabled.


Default

false

Setter

set_glow_level(value)

Getter

is_glow_level_enabled()

If true, the 4th level of glow is enabled.


Default

true

Setter

set_glow_level(value)

Getter

is_glow_level_enabled()

If true, the 5th level of glow is enabled.


Default

false

Setter

set_glow_level(value)

Getter

is_glow_level_enabled()

If true, the 6th level of glow is enabled.


Default

false

Setter

set_glow_level(value)

Getter

is_glow_level_enabled()

If true, the 7th level of glow is enabled. This is the most “global” level (blurriest).


Default

1.0

Setter

set_glow_strength(value)

Getter

get_glow_strength()

The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.


  • float ss_reflections_depth_tolerance

Default

0.2

Setter

set_ssr_depth_tolerance(value)

Getter

get_ssr_depth_tolerance()

The depth tolerance for screen-space reflections.


  • bool ss_reflections_enabled

Default

false

Setter

set_ssr_enabled(value)

Getter

is_ssr_enabled()

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.


  • float ss_reflections_fade_in

Default

0.15

Setter

set_ssr_fade_in(value)

Getter

get_ssr_fade_in()

The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).


  • float ss_reflections_fade_out

Default

2.0

Setter

set_ssr_fade_out(value)

Getter

get_ssr_fade_out()

The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the “global” reflection.


  • int ss_reflections_max_steps

Default

64

Setter

set_ssr_max_steps(value)

Getter

get_ssr_max_steps()

The maximum number of steps for screen-space reflections. Higher values are slower.


  • bool ss_reflections_roughness

Default

true

Setter

set_ssr_rough(value)

Getter

is_ssr_rough()

If true, screen-space reflections will take the material roughness into account.


  • float ssao_ao_channel_affect

Default

0.0

Setter

set_ssao_ao_channel_affect(value)

Getter

get_ssao_ao_channel_affect()

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.


Default

0.01

Setter

set_ssao_bias(value)

Getter

get_ssao_bias()

The screen-space ambient occlusion bias. This should be kept high enough to prevent “smooth” curves from being affected by ambient occlusion.


Default

3

Setter

set_ssao_blur(value)

Getter

get_ssao_blur()

The screen-space ambient occlusion blur quality. See SSAOBlur for possible values.


Default

Color( 0, 0, 0, 1 )

Setter

set_ssao_color(value)

Getter

get_ssao_color()

The screen-space ambient occlusion color.


  • float ssao_edge_sharpness

Default

4.0

Setter

set_ssao_edge_sharpness(value)

Getter

get_ssao_edge_sharpness()

The screen-space ambient occlusion edge sharpness.


Default

false

Setter

set_ssao_enabled(value)

Getter

is_ssao_enabled()

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.


Default

1.0

Setter

set_ssao_intensity(value)

Getter

get_ssao_intensity()

The primary screen-space ambient occlusion intensity. See also ssao_radius.


Default

1.0

Setter

set_ssao_intensity2(value)

Getter

get_ssao_intensity2()

The secondary screen-space ambient occlusion intensity. See also ssao_radius2.


Default

0.0

Setter

set_ssao_direct_light_affect(value)

Getter

get_ssao_direct_light_affect()

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.


Default

1

Setter

set_ssao_quality(value)

Getter

get_ssao_quality()

The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.


Default

1.0

Setter

set_ssao_radius(value)

Getter

get_ssao_radius()

The primary screen-space ambient occlusion radius.


Default

0.0

Setter

set_ssao_radius2(value)

Getter

get_ssao_radius2()

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).


Default

1.0

Setter

set_tonemap_exposure(value)

Getter

get_tonemap_exposure()

The default exposure used for tonemapping.


Default

0

Setter

set_tonemapper(value)

Getter

get_tonemapper()

The tonemapping mode to use. Tonemapping is the process that “converts” HDR values to be suitable for rendering on a SDR display. (Godot doesn’t support rendering on HDR displays yet.)


Default

1.0

Setter

set_tonemap_white(value)

Getter

get_tonemap_white()

The white reference value for tonemapping. Only effective if the tonemap_mode isn’t set to TONE_MAPPER_LINEAR.

Method Descriptions

  • bool is_glow_level_enabled ( int idx ) const

Returns true if the glow level idx is specified, false otherwise.


  • void set_glow_level ( int idx, bool enabled )

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.