1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Environment" inherits="Resource" category="Core" version="3.2">
<brief_description>
Resource for environment nodes (like [WorldEnvironment]) that define multiple rendering options.
</brief_description>
<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
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link>
</tutorials>
<methods>
<method name="is_glow_level_enabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Returns [code]true[/code] if the glow level [code]idx[/code] is specified, [code]false[/code] otherwise.
</description>
</method>
<method name="set_glow_level">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Enables or disables the glow level at index [code]idx[/code]. The more glow levels are enabled, the slower the glow effect will be.
</description>
</method>
</methods>
<members>
<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="Texture" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction">
Applies the provided [Texture] resource to affect the global color aspect of the rendered scene. 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].
</member>
<member name="adjustment_enabled" type="bool" setter="set_adjustment_enable" getter="is_adjustment_enabled" default="false">
If [code]true[/code], enables the [code]adjustment_*[/code] properties provided by this resource. If [code]false[/code], modifications to the [code]adjustment_*[/code] properties will have no effect on the rendered scene.
</member>
<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 )">
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_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.
This value is multiplied by [member ambient_light_energy], so it must be set to a value higher than [code]0[/code] for changes to be visible when adjusting [member ambient_light_sky_contribution].
</member>
<member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure" getter="get_tonemap_auto_exposure" default="false">
If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
</member>
<member name="auto_exposure_max_luma" type="float" setter="set_tonemap_auto_exposure_max" getter="get_tonemap_auto_exposure_max" default="8.0">
The maximum luminance value for the auto exposure.
</member>
<member name="auto_exposure_min_luma" type="float" setter="set_tonemap_auto_exposure_min" getter="get_tonemap_auto_exposure_min" default="0.05">
The minimum luminance value for the auto exposure.
</member>
<member name="auto_exposure_scale" type="float" setter="set_tonemap_auto_exposure_grey" getter="get_tonemap_auto_exposure_grey" default="0.4">
The scale of the auto exposure effect. Affects the intensity of auto exposure.
</member>
<member name="auto_exposure_speed" type="float" setter="set_tonemap_auto_exposure_speed" getter="get_tonemap_auto_exposure_speed" default="0.5">
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
</member>
<member name="background_camera_feed_id" type="int" setter="set_camera_feed_id" getter="get_camera_feed_id" default="1">
The ID of the camera feed to show in the background.
</member>
<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 )">
The [Color] displayed for clear areas of the scene. Only effective when using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes).
</member>
<member name="background_energy" type="float" setter="set_bg_energy" getter="get_bg_energy" default="1.0">
The power of the light emitted by the background.
</member>
<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="background_sky" type="Sky" setter="set_sky" getter="get_sky">
The [Sky] resource defined as background.
</member>
<member name="background_sky_custom_fov" type="float" setter="set_sky_custom_fov" getter="get_sky_custom_fov" default="0.0">
The [Sky] resource's custom field of view.
</member>
<member name="background_sky_orientation" type="Basis" setter="set_sky_orientation" getter="get_sky_orientation" default="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )">
The [Sky] resource's rotation expressed as a [Basis].
</member>
<member name="background_sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation" default="Vector3( 0, 0, 0 )">
The [Sky] resource's rotation expressed as Euler angles in radians.
</member>
<member name="background_sky_rotation_degrees" type="Vector3" setter="set_sky_rotation_degrees" getter="get_sky_rotation_degrees" default="Vector3( 0, 0, 0 )">
The [Sky] resource's rotation expressed as Euler angles in degrees.
</member>
<member name="dof_blur_far_amount" type="float" setter="set_dof_blur_far_amount" getter="get_dof_blur_far_amount" default="0.1">
The amount of far blur for the depth-of-field effect.
</member>
<member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0">
The distance from the camera where the far blur effect affects the rendering.
</member>
<member name="dof_blur_far_enabled" type="bool" setter="set_dof_blur_far_enabled" getter="is_dof_blur_far_enabled" default="false">
If [code]true[/code], enables the depth-of-field far blur effect.
</member>
<member name="dof_blur_far_quality" type="int" setter="set_dof_blur_far_quality" getter="get_dof_blur_far_quality" enum="Environment.DOFBlurQuality" default="1">
The depth-of-field far blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
</member>
<member name="dof_blur_far_transition" type="float" setter="set_dof_blur_far_transition" getter="get_dof_blur_far_transition" default="5.0">
The length of the transition between the no-blur area and far blur.
</member>
<member name="dof_blur_near_amount" type="float" setter="set_dof_blur_near_amount" getter="get_dof_blur_near_amount" default="0.1">
The amount of near blur for the depth-of-field effect.
</member>
<member name="dof_blur_near_distance" type="float" setter="set_dof_blur_near_distance" getter="get_dof_blur_near_distance" default="2.0">
Distance from the camera where the near blur effect affects the rendering.
</member>
<member name="dof_blur_near_enabled" type="bool" setter="set_dof_blur_near_enabled" getter="is_dof_blur_near_enabled" default="false">
If [code]true[/code], enables the depth-of-field near blur effect.
</member>
<member name="dof_blur_near_quality" type="int" setter="set_dof_blur_near_quality" getter="get_dof_blur_near_quality" enum="Environment.DOFBlurQuality" default="1">
The depth-of-field near blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
</member>
<member name="dof_blur_near_transition" type="float" setter="set_dof_blur_near_transition" getter="get_dof_blur_near_transition" default="1.0">
The length of the transition between the near blur and no-blur area.
</member>
<member name="fog_color" type="Color" setter="set_fog_color" getter="get_fog_color" default="Color( 0.5, 0.6, 0.7, 1 )">
The fog's [Color].
</member>
<member name="fog_depth_begin" type="float" setter="set_fog_depth_begin" getter="get_fog_depth_begin" default="10.0">
The fog's depth starting distance from the camera.
</member>
<member name="fog_depth_curve" type="float" setter="set_fog_depth_curve" getter="get_fog_depth_curve" default="1.0">
The fog depth's intensity curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
</member>
<member name="fog_depth_enabled" type="bool" setter="set_fog_depth_enabled" getter="is_fog_depth_enabled" default="true">
If [code]true[/code], the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).
</member>
<member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="100.0">
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 [member Camera.far] value.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
If [code]true[/code], fog effects are enabled. [member fog_height_enabled] and/or [member fog_depth_enabled] must be set to [code]true[/code] to actually display fog.
</member>
<member name="fog_height_curve" type="float" setter="set_fog_height_curve" getter="get_fog_height_curve" default="1.0">
The height fog's intensity. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
</member>
<member name="fog_height_enabled" type="bool" setter="set_fog_height_enabled" getter="is_fog_height_enabled" default="false">
If [code]true[/code], 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.
</member>
<member name="fog_height_max" type="float" setter="set_fog_height_max" getter="get_fog_height_max" default="0.0">
The Y coordinate where the height fog will be the most intense. If this value is greater than [member fog_height_min], fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.
</member>
<member name="fog_height_min" type="float" setter="set_fog_height_min" getter="get_fog_height_min" default="10.0">
The Y coordinate where the height fog will be the least intense. If this value is greater than [member fog_height_max], fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.
</member>
<member name="fog_sun_amount" type="float" setter="set_fog_sun_amount" getter="get_fog_sun_amount" default="0.0">
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.
</member>
<member name="fog_sun_color" type="Color" setter="set_fog_sun_color" getter="get_fog_sun_color" default="Color( 1, 0.9, 0.7, 1 )">
The depth fog's [Color] when looking towards the sun.
</member>
<member name="fog_transmit_curve" type="float" setter="set_fog_transmit_curve" getter="get_fog_transmit_curve" default="1.0">
The intensity of the fog light transmittance effect. Amount of light that the fog transmits.
</member>
<member name="fog_transmit_enabled" type="bool" setter="set_fog_transmit_enabled" getter="is_fog_transmit_enabled" default="false">
Enables fog's light transmission effect. If [code]true[/code], light will be more visible in the fog to simulate light scattering as in real life.
</member>
<member name="glow_bicubic_upscale" type="bool" setter="set_glow_bicubic_upscale" getter="is_glow_bicubic_upscale_enabled" default="false">
Smooths out the blockiness created by sampling higher levels, at the cost of performance.
[b]Note:[/b] Only available when using the GLES3 renderer.
</member>
<member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2">
The glow blending mode.
</member>
<member name="glow_bloom" type="float" setter="set_glow_bloom" getter="get_glow_bloom" default="0.0">
The bloom's intensity. If set to a value higher than [code]0[/code], this will make glow visible in areas darker than the [member glow_hdr_threshold].
</member>
<member name="glow_enabled" type="bool" setter="set_glow_enabled" getter="is_glow_enabled" default="false">
If [code]true[/code], the glow effect is enabled.
</member>
<member name="glow_hdr_luminance_cap" type="float" setter="set_glow_hdr_luminance_cap" getter="get_glow_hdr_luminance_cap" default="12.0">
The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
</member>
<member name="glow_hdr_scale" type="float" setter="set_glow_hdr_bleed_scale" getter="get_glow_hdr_bleed_scale" default="2.0">
The bleed scale of the HDR glow.
</member>
<member name="glow_hdr_threshold" type="float" setter="set_glow_hdr_bleed_threshold" getter="get_glow_hdr_bleed_threshold" default="1.0">
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.
</member>
<member name="glow_levels/1" type="bool" setter="set_glow_level" 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>
<member name="glow_levels/2" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false">
If [code]true[/code], the 2th level of glow is enabled.
</member>
<member name="glow_levels/3" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="true">
If [code]true[/code], the 3th level of glow is enabled.
</member>
<member name="glow_levels/4" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false">
If [code]true[/code], the 4th level of glow is enabled.
</member>
<member name="glow_levels/5" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="true">
If [code]true[/code], the 5th level of glow is enabled.
</member>
<member name="glow_levels/6" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false">
If [code]true[/code], the 6th level of glow is enabled.
</member>
<member name="glow_levels/7" type="bool" setter="set_glow_level" 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>
<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.
</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.
</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).
</member>
<member name="ss_reflections_fade_out" type="float" setter="set_ssr_fade_out" getter="get_ssr_fade_out" default="2.0">
The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection.
</member>
<member name="ss_reflections_max_steps" type="int" setter="set_ssr_max_steps" getter="get_ssr_max_steps" default="64">
The maximum number of steps for screen-space reflections. Higher values are slower.
</member>
<member name="ss_reflections_roughness" type="bool" setter="set_ssr_rough" getter="is_ssr_rough" default="true">
If [code]true[/code], screen-space reflections will take the material roughness into account.
</member>
<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_color" type="Color" setter="set_ssao_color" getter="get_ssao_color" default="Color( 0, 0, 0, 1 )">
The screen-space ambient occlusion color.
</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>
<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 is a costly effect and should be disabled first when having performance issues.
</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>
<member name="ssao_intensity2" type="float" setter="set_ssao_intensity2" getter="get_ssao_intensity2" default="1.0">
The secondary screen-space ambient occlusion intensity. See also [member ssao_radius2].
</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_quality" type="int" setter="set_ssao_quality" getter="get_ssao_quality" enum="Environment.SSAOQuality" default="1">
The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.
</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.
</member>
<member name="ssao_radius2" type="float" setter="set_ssao_radius2" getter="get_ssao_radius2" default="0.0">
The secondary screen-space ambient occlusion radius. If set to a value higher than [code]0[/code], enables the secondary screen-space ambient occlusion effect which can be used to improve the effect's appearance (at the cost of performance).
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
The default exposure used for tonemapping.
</member>
<member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0">
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a LDR display. (Godot doesn't support rendering on HDR displays yet.)
</member>
<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR].
</member>
</members>
<constants>
<constant name="BG_KEEP" value="5" enum="BGMode">
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.
</constant>
<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].
</constant>
<constant name="BG_COLOR" value="1" enum="BGMode">
Clears the background using a custom clear color.
</constant>
<constant name="BG_SKY" value="2" enum="BGMode">
Displays a user-defined sky in the background.
</constant>
<constant name="BG_COLOR_SKY" value="3" enum="BGMode">
Clears the background using a custom clear color and allows defining a sky for shading and reflection. This mode is slightly faster than [constant BG_SKY] and should be preferred in scenes where reflections can be visible, but the sky itself never is (e.g. top-down camera).
</constant>
<constant name="BG_CANVAS" value="4" enum="BGMode">
Displays a [CanvasLayer] in the background.
</constant>
<constant name="BG_CAMERA_FEED" value="6" enum="BGMode">
Displays a camera feed in the background.
</constant>
<constant name="BG_MAX" value="7" enum="BGMode">
Represents the size of the [enum BGMode] enum.
</constant>
<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode">
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
</constant>
<constant name="GLOW_BLEND_MODE_SCREEN" value="1" enum="GlowBlendMode">
Screen glow blending mode. Increases brightness, used frequently with bloom.
</constant>
<constant name="GLOW_BLEND_MODE_SOFTLIGHT" value="2" enum="GlowBlendMode">
Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).
</constant>
<constant name="GLOW_BLEND_MODE_REPLACE" value="3" enum="GlowBlendMode">
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.
</constant>
<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
Linear tonemapper operator. Reads the linear data and passes it on unmodified.
</constant>
<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
</constant>
<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
Filmic tonemapper operator.
</constant>
<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
Academy Color Encoding System tonemapper operator.
</constant>
<constant name="DOF_BLUR_QUALITY_LOW" value="0" enum="DOFBlurQuality">
Low depth-of-field blur quality (fastest).
</constant>
<constant name="DOF_BLUR_QUALITY_MEDIUM" value="1" enum="DOFBlurQuality">
Medium depth-of-field blur quality.
</constant>
<constant name="DOF_BLUR_QUALITY_HIGH" value="2" enum="DOFBlurQuality">
High depth-of-field blur quality (slowest).
</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 (slowest).
</constant>
<constant name="SSAO_QUALITY_LOW" value="0" enum="SSAOQuality">
Low quality for the screen-space ambient occlusion effect (fastest).
</constant>
<constant name="SSAO_QUALITY_MEDIUM" value="1" enum="SSAOQuality">
Low quality for the screen-space ambient occlusion effect.
</constant>
<constant name="SSAO_QUALITY_HIGH" value="2" enum="SSAOQuality">
Low quality for the screen-space ambient occlusion effect (slowest).
</constant>
</constants>
</class>
|