diff options
Diffstat (limited to 'doc/classes/Environment.xml')
-rw-r--r-- | doc/classes/Environment.xml | 131 |
1 files changed, 64 insertions, 67 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 8afc18f91b..2c4e5ea886 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -18,24 +18,19 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> - <method name="is_glow_level_enabled" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="idx" type="int"> - </argument> + <method name="get_glow_level" qualifiers="const"> + <return type="float" /> + <argument index="0" name="idx" type="int" /> <description> - Returns [code]true[/code] if the glow level [code]idx[/code] is specified, [code]false[/code] otherwise. + Returns the intensity of the glow level [code]idx[/code]. </description> </method> - <method name="set_glow_level_enabled"> - <return type="void"> - </return> - <argument index="0" name="idx" type="int"> - </argument> - <argument index="1" name="enabled" type="bool"> - </argument> + <method name="set_glow_level"> + <return type="void" /> + <argument index="0" name="idx" type="int" /> + <argument index="1" name="intensity" type="float" /> <description> - Enables or disables the glow level at index [code]idx[/code]. 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. + Sets the intensity of the glow level [code]idx[/code]. A value above [code]0.0[/code] enables the level. 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. </description> </method> </methods> @@ -43,8 +38,8 @@ <member name="adjustment_brightness" type="float" setter="set_adjustment_brightness" getter="get_adjustment_brightness" default="1.0"> The global brightness value of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. </member> - <member name="adjustment_color_correction" type="Texture2D" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction"> - Applies the provided [Texture2D] resource to affect the global color aspect of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. + <member name="adjustment_color_correction" type="Texture" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction"> + The [Texture2D] or [Texture3D] lookup table (LUT) to use for the built-in post-process color grading. Can use a [GradientTexture] for a 1-dimensional LUT, or a [Texture3D] for a more complex LUT. Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. </member> <member name="adjustment_contrast" type="float" setter="set_adjustment_contrast" getter="get_adjustment_contrast" default="1.0"> The global contrast value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. @@ -55,13 +50,13 @@ <member name="adjustment_saturation" type="float" setter="set_adjustment_saturation" getter="get_adjustment_saturation" default="1.0"> The global color saturation value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. </member> - <member name="ambient_light_color" type="Color" setter="set_ambient_light_color" getter="get_ambient_light_color" default="Color( 0, 0, 0, 1 )"> + <member name="ambient_light_color" type="Color" setter="set_ambient_light_color" getter="get_ambient_light_color" default="Color(0, 0, 0, 1)"> The ambient light's [Color]. </member> <member name="ambient_light_energy" type="float" setter="set_ambient_light_energy" getter="get_ambient_light_energy" default="1.0"> The ambient light's energy. The higher the value, the stronger the light. </member> - <member name="ambient_light_occlusion_color" type="Color" setter="set_ao_color" getter="get_ao_color" default="Color( 0, 0, 0, 1 )"> + <member name="ambient_light_occlusion_color" type="Color" setter="set_ao_color" getter="get_ao_color" default="Color(0, 0, 0, 1)"> </member> <member name="ambient_light_sky_contribution" type="float" setter="set_ambient_light_sky_contribution" getter="get_ambient_light_sky_contribution" default="1.0"> 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. @@ -89,7 +84,7 @@ <member name="background_canvas_max_layer" type="int" setter="set_canvas_max_layer" getter="get_canvas_max_layer" default="0"> The maximum layer ID to display. Only effective when using the [constant BG_CANVAS] background mode. </member> - <member name="background_color" type="Color" setter="set_bg_color" getter="get_bg_color" default="Color( 0, 0, 0, 1 )"> + <member name="background_color" type="Color" setter="set_bg_color" getter="get_bg_color" default="Color(0, 0, 0, 1)"> The [Color] displayed for clear areas of the scene. Only effective when using the [constant BG_COLOR] background mode. </member> <member name="background_energy" type="float" setter="set_bg_energy" getter="get_bg_energy" default="1.0"> @@ -98,6 +93,10 @@ <member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0"> The background mode. See [enum BGMode] for possible values. </member> + <member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0"> + Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY]. + This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled. + </member> <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001"> </member> <member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false"> @@ -107,7 +106,7 @@ </member> <member name="fog_height_density" type="float" setter="set_fog_height_density" getter="get_fog_height_density" default="0.0"> </member> - <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color( 0.5, 0.6, 0.7, 1 )"> + <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.5, 0.6, 0.7, 1)"> </member> <member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0"> </member> @@ -132,41 +131,48 @@ The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case. </member> <member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8"> - The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering. + The overall brightness multiplier of the glow effect. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering. </member> - <member name="glow_levels/1" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 1st level of glow is enabled. This is the most "local" level (least blurry). + <member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 1st level of glow. This is the most "local" level (least blurry). </member> - <member name="glow_levels/2" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 2th level of glow is enabled. + <member name="glow_levels/2" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 2nd level of glow. </member> - <member name="glow_levels/3" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true"> - If [code]true[/code], the 3th level of glow is enabled. + <member name="glow_levels/3" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0"> + The intensity of the 3rd level of glow. </member> - <member name="glow_levels/4" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 4th level of glow is enabled. + <member name="glow_levels/4" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 4th level of glow. </member> - <member name="glow_levels/5" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true"> - If [code]true[/code], the 5th level of glow is enabled. + <member name="glow_levels/5" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0"> + The intensity of the 5th level of glow. </member> - <member name="glow_levels/6" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 6th level of glow is enabled. + <member name="glow_levels/6" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 6th level of glow. </member> - <member name="glow_levels/7" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest). + <member name="glow_levels/7" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 7th level of glow. This is the most "global" level (blurriest). </member> <member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05"> </member> + <member name="glow_normalized" type="bool" setter="set_glow_normalized" getter="is_glow_normalized" default="false"> + If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code]. + </member> <member name="glow_strength" type="float" setter="set_glow_strength" getter="get_glow_strength" default="1.0"> - The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering. + The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering. </member> <member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0"> </member> + <member name="sdfgi_bounce_feedback" type="float" setter="set_sdfgi_bounce_feedback" getter="get_sdfgi_bounce_feedback" default="0.0"> + </member> <member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8"> </member> <member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" enum="Environment.SDFGICascades" default="1"> </member> <member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false"> + If [code]true[/code], enables signed distance field global illumination. + [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. </member> <member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0"> </member> @@ -180,8 +186,6 @@ </member> <member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="false"> </member> - <member name="sdfgi_use_multi_bounce" type="bool" setter="set_sdfgi_use_multi_bounce" getter="is_sdfgi_using_multi_bounce" default="false"> - </member> <member name="sdfgi_use_occlusion" type="bool" setter="set_sdfgi_use_occlusion" getter="is_sdfgi_using_occlusion" default="false"> </member> <member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="0"> @@ -191,13 +195,13 @@ </member> <member name="sky_custom_fov" type="float" setter="set_sky_custom_fov" getter="get_sky_custom_fov" default="0.0"> </member> - <member name="sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation" default="Vector3( 0, 0, 0 )"> + <member name="sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation" default="Vector3(0, 0, 0)"> </member> <member name="ss_reflections_depth_tolerance" type="float" setter="set_ssr_depth_tolerance" getter="get_ssr_depth_tolerance" default="0.2"> The depth tolerance for screen-space reflections. </member> <member name="ss_reflections_enabled" type="bool" setter="set_ssr_enabled" getter="is_ssr_enabled" default="false"> - If [code]true[/code], screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from [GIProbe]s or [ReflectionProbe]s, but are slower and can't reflect surfaces occluded by others. + If [code]true[/code], screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from [VoxelGI]s or [ReflectionProbe]s, but are slower and can't reflect surfaces occluded by others. </member> <member name="ss_reflections_fade_in" type="float" setter="set_ssr_fade_in" getter="get_ssr_fade_in" default="0.15"> The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection). @@ -211,26 +215,29 @@ <member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0"> The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures. </member> - <member name="ssao_bias" type="float" setter="set_ssao_bias" getter="get_ssao_bias" default="0.01"> - The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion. - </member> - <member name="ssao_blur" type="int" setter="set_ssao_blur" getter="get_ssao_blur" enum="Environment.SSAOBlur" default="3"> - The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values. - </member> - <member name="ssao_edge_sharpness" type="float" setter="set_ssao_edge_sharpness" getter="get_ssao_edge_sharpness" default="4.0"> - The screen-space ambient occlusion edge sharpness. + <member name="ssao_detail" type="float" setter="set_ssao_detail" getter="get_ssao_detail" default="0.5"> + Sets the strength of the additional level of detail for the screen-space ambient occlusion effect. A high value makes the detail pass more prominent, but it may contribute to aliasing in your final image. </member> <member name="ssao_enabled" type="bool" setter="set_ssao_enabled" getter="is_ssao_enabled" default="false"> - If [code]true[/code], 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. + If [code]true[/code], 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. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion. + </member> + <member name="ssao_horizon" type="float" setter="set_ssao_horizon" getter="get_ssao_horizon" default="0.06"> + The threshold for considering whether a given point on a surface is occluded or not represented as an angle from the horizon mapped into the [code]0.0-1.0[/code] range. A value of [code]1.0[/code] results in no occlusion. </member> - <member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="1.0"> - The primary screen-space ambient occlusion intensity. See also [member ssao_radius]. + <member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="2.0"> + The primary screen-space ambient occlusion intensity. Acts as a multiplier for the screen-space ambient occlusion effect. A higher value results in darker occlusion. </member> <member name="ssao_light_affect" type="float" setter="set_ssao_direct_light_affect" getter="get_ssao_direct_light_affect" default="0.0"> 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 [code]0[/code] will make the SSAO effect visible in direct light. </member> + <member name="ssao_power" type="float" setter="set_ssao_power" getter="get_ssao_power" default="1.5"> + The distribution of occlusion. A higher value results in darker occlusion, similar to [member ssao_intensity], but with a sharper falloff. + </member> <member name="ssao_radius" type="float" setter="set_ssao_radius" getter="get_ssao_radius" default="1.0"> - The primary screen-space ambient occlusion radius. + The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality. + </member> + <member name="ssao_sharpness" type="float" setter="set_ssao_sharpness" getter="get_ssao_sharpness" default="0.98"> + Sharpness refers to the amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry. </member> <member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0"> The default exposure used for tonemapping. @@ -251,16 +258,18 @@ </member> <member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0"> </member> - <member name="volumetric_fog_light" type="Color" setter="set_volumetric_fog_light" getter="get_volumetric_fog_light" default="Color( 0, 0, 0, 1 )"> + <member name="volumetric_fog_light" type="Color" setter="set_volumetric_fog_light" getter="get_volumetric_fog_light" default="Color(0, 0, 0, 1)"> </member> <member name="volumetric_fog_light_energy" type="float" setter="set_volumetric_fog_light_energy" getter="get_volumetric_fog_light_energy" default="1.0"> </member> - <member name="volumetric_fog_shadow_filter" type="int" setter="set_volumetric_fog_shadow_filter" getter="get_volumetric_fog_shadow_filter" enum="Environment.VolumetricFogShadowFilter" default="1"> + <member name="volumetric_fog_temporal_reprojection_amount" type="float" setter="set_volumetric_fog_temporal_reprojection_amount" getter="get_volumetric_fog_temporal_reprojection_amount" default="0.9"> + </member> + <member name="volumetric_fog_temporal_reprojection_enabled" type="bool" setter="set_volumetric_fog_temporal_reprojection_enabled" getter="is_volumetric_fog_temporal_reprojection_enabled" default="true"> </member> </members> <constants> <constant name="BG_CLEAR_COLOR" value="0" enum="BGMode"> - Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/default_clear_color]. + Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/defaults/default_clear_color]. </constant> <constant name="BG_COLOR" value="1" enum="BGMode"> Clears the background using a custom clear color. @@ -328,18 +337,6 @@ <constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode"> Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect. </constant> - <constant name="SSAO_BLUR_DISABLED" value="0" enum="SSAOBlur"> - No blur for the screen-space ambient occlusion effect (fastest). - </constant> - <constant name="SSAO_BLUR_1x1" value="1" enum="SSAOBlur"> - 1×1 blur for the screen-space ambient occlusion effect. - </constant> - <constant name="SSAO_BLUR_2x2" value="2" enum="SSAOBlur"> - 2×2 blur for the screen-space ambient occlusion effect. - </constant> - <constant name="SSAO_BLUR_3x3" value="3" enum="SSAOBlur"> - 3×3 blur for the screen-space ambient occlusion effect. Increases the radius of the blur for a smoother look, but can result in checkerboard-like artifacts. - </constant> <constant name="SDFGI_CASCADES_4" value="0" enum="SDFGICascades"> </constant> <constant name="SDFGI_CASCADES_6" value="1" enum="SDFGICascades"> |