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2408 lines
133 KiB
ReStructuredText
2408 lines
133 KiB
ReStructuredText
:github_url: hide
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.. _class_Environment:
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Environment
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===========
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**继承:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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定义渲染选项的资源,用于环境节点(例如 :ref:`WorldEnvironment<class_WorldEnvironment>`\ )。
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.. rst-class:: classref-introduction-group
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描述
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----
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Resource for environment nodes (like :ref:`WorldEnvironment<class_WorldEnvironment>`) that define multiple environment operations (such as background :ref:`Sky<class_Sky>` or :ref:`Color<class_Color>`, ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is:
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- Depth of Field Blur
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- Auto Exposure
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- Glow
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- Tonemap
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- Adjustments
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.. rst-class:: classref-introduction-group
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教程
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----
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- :doc:`环境和后期处理 <../tutorials/3d/environment_and_post_processing>`
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- :doc:`高动态范围照明 <../tutorials/3d/high_dynamic_range>`
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- `3D 材质测试演示 <https://godotengine.org/asset-library/asset/2742>`__
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- `第三人称射击(TPS)演示 <https://godotengine.org/asset-library/asset/2710>`__
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.. rst-class:: classref-reftable-group
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属性
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----
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.. table::
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:widths: auto
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`adjustment_brightness<class_Environment_property_adjustment_brightness>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`Texture<class_Texture>` | :ref:`adjustment_color_correction<class_Environment_property_adjustment_color_correction>` | |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`adjustment_contrast<class_Environment_property_adjustment_contrast>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`adjustment_saturation<class_Environment_property_adjustment_saturation>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`Color<class_Color>` | :ref:`ambient_light_color<class_Environment_property_ambient_light_color>` | ``Color(0, 0, 0, 1)`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ambient_light_energy<class_Environment_property_ambient_light_energy>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`AmbientSource<enum_Environment_AmbientSource>` | :ref:`ambient_light_source<class_Environment_property_ambient_light_source>` | ``0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`int<class_int>` | :ref:`background_camera_feed_id<class_Environment_property_background_camera_feed_id>` | ``1`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`int<class_int>` | :ref:`background_canvas_max_layer<class_Environment_property_background_canvas_max_layer>` | ``0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`Color<class_Color>` | :ref:`background_color<class_Environment_property_background_color>` | ``Color(0, 0, 0, 1)`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`background_energy_multiplier<class_Environment_property_background_energy_multiplier>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`background_intensity<class_Environment_property_background_intensity>` | ``30000.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`BGMode<enum_Environment_BGMode>` | :ref:`background_mode<class_Environment_property_background_mode>` | ``0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_aerial_perspective<class_Environment_property_fog_aerial_perspective>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_density<class_Environment_property_fog_density>` | ``0.01`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_depth_begin<class_Environment_property_fog_depth_begin>` | ``10.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_depth_curve<class_Environment_property_fog_depth_curve>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_depth_end<class_Environment_property_fog_depth_end>` | ``100.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`fog_enabled<class_Environment_property_fog_enabled>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_height<class_Environment_property_fog_height>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_height_density<class_Environment_property_fog_height_density>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`Color<class_Color>` | :ref:`fog_light_color<class_Environment_property_fog_light_color>` | ``Color(0.518, 0.553, 0.608, 1)`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_light_energy<class_Environment_property_fog_light_energy>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`FogMode<enum_Environment_FogMode>` | :ref:`fog_mode<class_Environment_property_fog_mode>` | ``0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_sky_affect<class_Environment_property_fog_sky_affect>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`fog_sun_scatter<class_Environment_property_fog_sun_scatter>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` | :ref:`glow_blend_mode<class_Environment_property_glow_blend_mode>` | ``1`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_bloom<class_Environment_property_glow_bloom>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`glow_enabled<class_Environment_property_glow_enabled>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_hdr_luminance_cap<class_Environment_property_glow_hdr_luminance_cap>` | ``12.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_hdr_scale<class_Environment_property_glow_hdr_scale>` | ``2.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_hdr_threshold<class_Environment_property_glow_hdr_threshold>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_intensity<class_Environment_property_glow_intensity>` | ``0.3`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_levels/1<class_Environment_property_glow_levels/1>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_levels/2<class_Environment_property_glow_levels/2>` | ``0.8`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_levels/3<class_Environment_property_glow_levels/3>` | ``0.4`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_levels/4<class_Environment_property_glow_levels/4>` | ``0.1`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_levels/5<class_Environment_property_glow_levels/5>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_levels/6<class_Environment_property_glow_levels/6>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_levels/7<class_Environment_property_glow_levels/7>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`Texture<class_Texture>` | :ref:`glow_map<class_Environment_property_glow_map>` | |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_map_strength<class_Environment_property_glow_map_strength>` | ``0.8`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_mix<class_Environment_property_glow_mix>` | ``0.05`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`glow_normalized<class_Environment_property_glow_normalized>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`glow_strength<class_Environment_property_glow_strength>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`ReflectionSource<enum_Environment_ReflectionSource>` | :ref:`reflected_light_source<class_Environment_property_reflected_light_source>` | ``0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>` | ``0.5`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`sdfgi_cascade0_distance<class_Environment_property_sdfgi_cascade0_distance>` | ``12.8`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`int<class_int>` | :ref:`sdfgi_cascades<class_Environment_property_sdfgi_cascades>` | ``4`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`sdfgi_enabled<class_Environment_property_sdfgi_enabled>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`sdfgi_energy<class_Environment_property_sdfgi_energy>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`sdfgi_max_distance<class_Environment_property_sdfgi_max_distance>` | ``204.8`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`sdfgi_min_cell_size<class_Environment_property_sdfgi_min_cell_size>` | ``0.2`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`sdfgi_normal_bias<class_Environment_property_sdfgi_normal_bias>` | ``1.1`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`sdfgi_probe_bias<class_Environment_property_sdfgi_probe_bias>` | ``1.1`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`sdfgi_read_sky_light<class_Environment_property_sdfgi_read_sky_light>` | ``true`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`sdfgi_use_occlusion<class_Environment_property_sdfgi_use_occlusion>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` | :ref:`sdfgi_y_scale<class_Environment_property_sdfgi_y_scale>` | ``1`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`Sky<class_Sky>` | :ref:`sky<class_Environment_property_sky>` | |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`sky_custom_fov<class_Environment_property_sky_custom_fov>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`sky_rotation<class_Environment_property_sky_rotation>` | ``Vector3(0, 0, 0)`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssao_ao_channel_affect<class_Environment_property_ssao_ao_channel_affect>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssao_detail<class_Environment_property_ssao_detail>` | ``0.5`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`ssao_enabled<class_Environment_property_ssao_enabled>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssao_horizon<class_Environment_property_ssao_horizon>` | ``0.06`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssao_intensity<class_Environment_property_ssao_intensity>` | ``2.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssao_light_affect<class_Environment_property_ssao_light_affect>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssao_power<class_Environment_property_ssao_power>` | ``1.5`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssao_radius<class_Environment_property_ssao_radius>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssao_sharpness<class_Environment_property_ssao_sharpness>` | ``0.98`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`ssil_enabled<class_Environment_property_ssil_enabled>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssil_intensity<class_Environment_property_ssil_intensity>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssil_normal_rejection<class_Environment_property_ssil_normal_rejection>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssil_radius<class_Environment_property_ssil_radius>` | ``5.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssil_sharpness<class_Environment_property_ssil_sharpness>` | ``0.98`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssr_depth_tolerance<class_Environment_property_ssr_depth_tolerance>` | ``0.5`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`ssr_enabled<class_Environment_property_ssr_enabled>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssr_fade_in<class_Environment_property_ssr_fade_in>` | ``0.15`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`ssr_fade_out<class_Environment_property_ssr_fade_out>` | ``2.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`int<class_int>` | :ref:`ssr_max_steps<class_Environment_property_ssr_max_steps>` | ``64`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`tonemap_agx_contrast<class_Environment_property_tonemap_agx_contrast>` | ``1.25`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`tonemap_agx_white<class_Environment_property_tonemap_agx_white>` | ``16.29`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`tonemap_exposure<class_Environment_property_tonemap_exposure>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`ToneMapper<enum_Environment_ToneMapper>` | :ref:`tonemap_mode<class_Environment_property_tonemap_mode>` | ``0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`tonemap_white<class_Environment_property_tonemap_white>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`Color<class_Color>` | :ref:`volumetric_fog_albedo<class_Environment_property_volumetric_fog_albedo>` | ``Color(1, 1, 1, 1)`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`volumetric_fog_ambient_inject<class_Environment_property_volumetric_fog_ambient_inject>` | ``0.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`volumetric_fog_anisotropy<class_Environment_property_volumetric_fog_anisotropy>` | ``0.2`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` | ``0.05`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`volumetric_fog_detail_spread<class_Environment_property_volumetric_fog_detail_spread>` | ``2.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`Color<class_Color>` | :ref:`volumetric_fog_emission<class_Environment_property_volumetric_fog_emission>` | ``Color(0, 0, 0, 1)`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`volumetric_fog_emission_energy<class_Environment_property_volumetric_fog_emission_energy>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`volumetric_fog_enabled<class_Environment_property_volumetric_fog_enabled>` | ``false`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`volumetric_fog_gi_inject<class_Environment_property_volumetric_fog_gi_inject>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`volumetric_fog_length<class_Environment_property_volumetric_fog_length>` | ``64.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`volumetric_fog_sky_affect<class_Environment_property_volumetric_fog_sky_affect>` | ``1.0`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`volumetric_fog_temporal_reprojection_amount<class_Environment_property_volumetric_fog_temporal_reprojection_amount>` | ``0.9`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`volumetric_fog_temporal_reprojection_enabled<class_Environment_property_volumetric_fog_temporal_reprojection_enabled>` | ``true`` |
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+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
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.. rst-class:: classref-reftable-group
|
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|
||
方法
|
||
----
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||
|
||
.. table::
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:widths: auto
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|
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+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------+
|
||
| :ref:`float<class_float>` | :ref:`get_glow_level<class_Environment_method_get_glow_level>`\ (\ idx\: :ref:`int<class_int>`\ ) |const| |
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+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_glow_level<class_Environment_method_set_glow_level>`\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ ) |
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+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------+
|
||
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.. rst-class:: classref-section-separator
|
||
|
||
----
|
||
|
||
.. rst-class:: classref-descriptions-group
|
||
|
||
枚举
|
||
----
|
||
|
||
.. _enum_Environment_BGMode:
|
||
|
||
.. rst-class:: classref-enumeration
|
||
|
||
enum **BGMode**: :ref:`🔗<enum_Environment_BGMode>`
|
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|
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.. _class_Environment_constant_BG_CLEAR_COLOR:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
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|
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:ref:`BGMode<enum_Environment_BGMode>` **BG_CLEAR_COLOR** = ``0``
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|
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使用 :ref:`ProjectSettings.rendering/environment/defaults/default_clear_color<class_ProjectSettings_property_rendering/environment/defaults/default_clear_color>` 中定义的清除颜色来清除背景。
|
||
|
||
.. _class_Environment_constant_BG_COLOR:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`BGMode<enum_Environment_BGMode>` **BG_COLOR** = ``1``
|
||
|
||
使用自定义的清除颜色来清除背景。
|
||
|
||
.. _class_Environment_constant_BG_SKY:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`BGMode<enum_Environment_BGMode>` **BG_SKY** = ``2``
|
||
|
||
在背景中显示用户自定义的天空。
|
||
|
||
.. _class_Environment_constant_BG_CANVAS:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`BGMode<enum_Environment_BGMode>` **BG_CANVAS** = ``3``
|
||
|
||
在背景中显示 :ref:`CanvasLayer<class_CanvasLayer>`\ 。
|
||
|
||
.. _class_Environment_constant_BG_KEEP:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`BGMode<enum_Environment_BGMode>` **BG_KEEP** = ``4``
|
||
|
||
在屏幕上保留在背景中绘制的每个像素。这是最快的背景模式,但它只能安全地用在完全室内的场景(没有可见的天空或天空反射)。如果在背景可见的场景中启用,则移动相机时,将看到“鬼影踪迹”伪影。
|
||
|
||
.. _class_Environment_constant_BG_CAMERA_FEED:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`BGMode<enum_Environment_BGMode>` **BG_CAMERA_FEED** = ``5``
|
||
|
||
在背景中显示相机源。
|
||
|
||
.. _class_Environment_constant_BG_MAX:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`BGMode<enum_Environment_BGMode>` **BG_MAX** = ``6``
|
||
|
||
代表 :ref:`BGMode<enum_Environment_BGMode>` 枚举的大小。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _enum_Environment_AmbientSource:
|
||
|
||
.. rst-class:: classref-enumeration
|
||
|
||
enum **AmbientSource**: :ref:`🔗<enum_Environment_AmbientSource>`
|
||
|
||
.. _class_Environment_constant_AMBIENT_SOURCE_BG:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_BG** = ``0``
|
||
|
||
从指定为背景的任何来源收集环境光。
|
||
|
||
.. _class_Environment_constant_AMBIENT_SOURCE_DISABLED:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_DISABLED** = ``1``
|
||
|
||
禁用环境光。这比 :ref:`AMBIENT_SOURCE_SKY<class_Environment_constant_AMBIENT_SOURCE_SKY>` 提供了轻微的性能提升。
|
||
|
||
.. _class_Environment_constant_AMBIENT_SOURCE_COLOR:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_COLOR** = ``2``
|
||
|
||
为环境光指定特定的 :ref:`Color<class_Color>`\ 。与 :ref:`AMBIENT_SOURCE_SKY<class_Environment_constant_AMBIENT_SOURCE_SKY>` 相比,这提供了轻微的性能提升。
|
||
|
||
.. _class_Environment_constant_AMBIENT_SOURCE_SKY:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_SKY** = ``3``
|
||
|
||
无论背景如何,都从 :ref:`Sky<class_Sky>` 收集环境光。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _enum_Environment_ReflectionSource:
|
||
|
||
.. rst-class:: classref-enumeration
|
||
|
||
enum **ReflectionSource**: :ref:`🔗<enum_Environment_ReflectionSource>`
|
||
|
||
.. _class_Environment_constant_REFLECTION_SOURCE_BG:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **REFLECTION_SOURCE_BG** = ``0``
|
||
|
||
使用背景进行反射。
|
||
|
||
.. _class_Environment_constant_REFLECTION_SOURCE_DISABLED:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **REFLECTION_SOURCE_DISABLED** = ``1``
|
||
|
||
禁用反射。与其他选项相比,这提供了轻微的性能提升。
|
||
|
||
.. _class_Environment_constant_REFLECTION_SOURCE_SKY:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **REFLECTION_SOURCE_SKY** = ``2``
|
||
|
||
无论背景如何,都使用 :ref:`Sky<class_Sky>` 进行反射。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _enum_Environment_ToneMapper:
|
||
|
||
.. rst-class:: classref-enumeration
|
||
|
||
enum **ToneMapper**: :ref:`🔗<enum_Environment_ToneMapper>`
|
||
|
||
.. _class_Environment_constant_TONE_MAPPER_LINEAR:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_LINEAR** = ``0``
|
||
|
||
不修改颜色数据,得到线性的色调映射曲线,裁剪较亮的值时不自然,明亮的光照会过曝。这是最简单快速的色调映射器。
|
||
|
||
.. _class_Environment_constant_TONE_MAPPER_REINHARDT:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_REINHARDT** = ``1``
|
||
|
||
一种简单的色调映射曲线,会让较亮的值逐渐降低,从而防止发生裁剪。得到的图像看起来较平淡、对比度低。比 :ref:`TONE_MAPPER_LINEAR<class_Environment_constant_TONE_MAPPER_LINEAR>` 更慢。
|
||
|
||
\ **注意:**\ :ref:`tonemap_white<class_Environment_property_tonemap_white>` 在默认值 ``1.0`` 不变时,\ :ref:`TONE_MAPPER_REINHARDT<class_Environment_constant_TONE_MAPPER_REINHARDT>` 产生的图像与 :ref:`TONE_MAPPER_LINEAR<class_Environment_constant_TONE_MAPPER_LINEAR>` 相同。
|
||
|
||
.. _class_Environment_constant_TONE_MAPPER_FILMIC:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_FILMIC** = ``2``
|
||
|
||
使用类似电影胶片的色调映射曲线来防止较亮的值发生剪切,对比度比 :ref:`TONE_MAPPER_REINHARDT<class_Environment_constant_TONE_MAPPER_REINHARDT>` 更好。比 :ref:`TONE_MAPPER_REINHARDT<class_Environment_constant_TONE_MAPPER_REINHARDT>` 稍慢。
|
||
|
||
.. _class_Environment_constant_TONE_MAPPER_ACES:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_ACES** = ``3``
|
||
|
||
类似电影胶片的高对比度色调映射曲线,对较亮的值进行去饱和处理,从而获得更真实的外观。比 :ref:`TONE_MAPPER_FILMIC<class_Environment_constant_TONE_MAPPER_FILMIC>` 稍慢。
|
||
|
||
\ **注意:**\ 这种色调映射运算符在 Godot 3.x 中被称为“ACES Fitted”。
|
||
|
||
.. _class_Environment_constant_TONE_MAPPER_AGX:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_AGX** = ``4``
|
||
|
||
Uses an adjustable film-like tonemapping curve and desaturates bright values for a more realistic appearance. Better than other tonemappers at maintaining the hue of colors as they become brighter. The slowest tonemapping option.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _enum_Environment_GlowBlendMode:
|
||
|
||
.. rst-class:: classref-enumeration
|
||
|
||
enum **GlowBlendMode**: :ref:`🔗<enum_Environment_GlowBlendMode>`
|
||
|
||
.. _class_Environment_constant_GLOW_BLEND_MODE_ADDITIVE:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_ADDITIVE** = ``0``
|
||
|
||
Adds the glow effect to the scene.
|
||
|
||
.. _class_Environment_constant_GLOW_BLEND_MODE_SCREEN:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_SCREEN** = ``1``
|
||
|
||
Adds the glow effect to the scene after modifying the glow influence based on the scene value; dark values will be highly influenced by glow and bright values will not be influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. :ref:`tonemap_white<class_Environment_property_tonemap_white>` is used to determine the maximum scene value where the glow should have no influence. When :ref:`tonemap_mode<class_Environment_property_tonemap_mode>` is set to :ref:`TONE_MAPPER_LINEAR<class_Environment_constant_TONE_MAPPER_LINEAR>`, a value of ``1.0`` will be used as the maximum scene value.
|
||
|
||
.. _class_Environment_constant_GLOW_BLEND_MODE_SOFTLIGHT:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_SOFTLIGHT** = ``2``
|
||
|
||
Adds the glow effect to the tonemapped image after modifying the glow influence based on the image value; dark values and bright values will not be influenced by glow and mid-range values will be highly influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. The glow will have the largest influence on image values of ``0.25`` and will have no influence when applied to image values greater than ``1.0``.
|
||
|
||
.. _class_Environment_constant_GLOW_BLEND_MODE_REPLACE:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_REPLACE** = ``3``
|
||
|
||
Replaces all pixels' color by the glow effect. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness or to preview glow configuration in the editor.
|
||
|
||
.. _class_Environment_constant_GLOW_BLEND_MODE_MIX:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_MIX** = ``4``
|
||
|
||
Mixes the glow image with the scene image. Best used with :ref:`glow_bloom<class_Environment_property_glow_bloom>` to avoid darkening the scene.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _enum_Environment_FogMode:
|
||
|
||
.. rst-class:: classref-enumeration
|
||
|
||
enum **FogMode**: :ref:`🔗<enum_Environment_FogMode>`
|
||
|
||
.. _class_Environment_constant_FOG_MODE_EXPONENTIAL:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`FogMode<enum_Environment_FogMode>` **FOG_MODE_EXPONENTIAL** = ``0``
|
||
|
||
使用主要由雾密度定义的基于物理的雾模型。
|
||
|
||
.. _class_Environment_constant_FOG_MODE_DEPTH:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`FogMode<enum_Environment_FogMode>` **FOG_MODE_DEPTH** = ``1``
|
||
|
||
使用由开始位置和结束位置以及自定义曲线定义的简单雾模型。虽然在物理上并不准确,但当你需要更多的艺术控制时,该模型可能会很有用。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _enum_Environment_SDFGIYScale:
|
||
|
||
.. rst-class:: classref-enumeration
|
||
|
||
enum **SDFGIYScale**: :ref:`🔗<enum_Environment_SDFGIYScale>`
|
||
|
||
.. _class_Environment_constant_SDFGI_Y_SCALE_50_PERCENT:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **SDFGI_Y_SCALE_50_PERCENT** = ``0``
|
||
|
||
在 Y(垂直)轴上对 SDFGI 使用 50% 的缩放。SDFGI 单元格将比它们的宽度短两倍。这允许提供更多的 GI 细节,并减少薄地板和天花板的漏光。这通常是垂直度不高的场景的最佳选择。
|
||
|
||
.. _class_Environment_constant_SDFGI_Y_SCALE_75_PERCENT:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **SDFGI_Y_SCALE_75_PERCENT** = ``1``
|
||
|
||
在 Y(垂直)轴上为 SDFGI 使用 75% 的缩放。这是 50% 和 100% SDFGI Y 缩放之间的平衡。
|
||
|
||
.. _class_Environment_constant_SDFGI_Y_SCALE_100_PERCENT:
|
||
|
||
.. rst-class:: classref-enumeration-constant
|
||
|
||
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **SDFGI_Y_SCALE_100_PERCENT** = ``2``
|
||
|
||
在 Y(垂直)轴上为 SDFGI 使用 100% 的缩放。SDFGI 单元格将与宽度一样高。这通常是高度垂直场景的最佳选择。不利之处在于,薄地板和天花板可能会导致漏光更加明显。
|
||
|
||
.. rst-class:: classref-section-separator
|
||
|
||
----
|
||
|
||
.. rst-class:: classref-descriptions-group
|
||
|
||
属性说明
|
||
--------
|
||
|
||
.. _class_Environment_property_adjustment_brightness:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **adjustment_brightness** = ``1.0`` :ref:`🔗<class_Environment_property_adjustment_brightness>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_adjustment_brightness**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_adjustment_brightness**\ (\ )
|
||
|
||
Applies a simple brightness adjustment to the rendered image after tonemaping. To adjust scene brightness use :ref:`tonemap_exposure<class_Environment_property_tonemap_exposure>` instead, which is applied before tonemapping and thus less prone to issues with bright colors. Effective only if :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>` is ``true``.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_adjustment_color_correction:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Texture<class_Texture>` **adjustment_color_correction** :ref:`🔗<class_Environment_property_adjustment_color_correction>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_adjustment_color_correction**\ (\ value\: :ref:`Texture<class_Texture>`\ )
|
||
- :ref:`Texture<class_Texture>` **get_adjustment_color_correction**\ (\ )
|
||
|
||
用于内置后处理颜色分级的 :ref:`Texture2D<class_Texture2D>` 或 :ref:`Texture3D<class_Texture3D>` 查找表(LUT)。可以将 :ref:`GradientTexture1D<class_GradientTexture1D>` 用于一维 LUT,或将 :ref:`Texture3D<class_Texture3D>` 用于更复杂的 LUT。仅当 :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>` 为 ``true`` 时有效。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_adjustment_contrast:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **adjustment_contrast** = ``1.0`` :ref:`🔗<class_Environment_property_adjustment_contrast>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_adjustment_contrast**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_adjustment_contrast**\ (\ )
|
||
|
||
Increasing :ref:`adjustment_contrast<class_Environment_property_adjustment_contrast>` will make dark values darker and bright values brighter. This simple adjustment is applied to the rendered image after tonemaping. When set to a value greater than ``1.0``, :ref:`adjustment_contrast<class_Environment_property_adjustment_contrast>` is prone to clipping colors that become too bright or too dark. Effective only if :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>` is ``true``.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_adjustment_enabled:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **adjustment_enabled** = ``false`` :ref:`🔗<class_Environment_property_adjustment_enabled>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_adjustment_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_adjustment_enabled**\ (\ )
|
||
|
||
如果为 ``true``\ ,则启用该资源提供的 ``adjustment_*`` 属性。如果为 ``false``\ ,则对 ``adjustment_*`` 属性的修改将不会对渲染场景产生影响。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_adjustment_saturation:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **adjustment_saturation** = ``1.0`` :ref:`🔗<class_Environment_property_adjustment_saturation>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_adjustment_saturation**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_adjustment_saturation**\ (\ )
|
||
|
||
Applies a simple saturation adjustment to the rendered image after tonemaping. When :ref:`adjustment_saturation<class_Environment_property_adjustment_saturation>` is set to ``0.0``, the rendered image will be fully converted to a grayscale image. Effective only if :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>` is ``true``.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ambient_light_color:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Color<class_Color>` **ambient_light_color** = ``Color(0, 0, 0, 1)`` :ref:`🔗<class_Environment_property_ambient_light_color>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ambient_light_color**\ (\ value\: :ref:`Color<class_Color>`\ )
|
||
- :ref:`Color<class_Color>` **get_ambient_light_color**\ (\ )
|
||
|
||
环境光的 :ref:`Color<class_Color>`\ 。仅当 :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` 低于 ``1.0``\ (不包括)时,才有效。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ambient_light_energy:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ambient_light_energy** = ``1.0`` :ref:`🔗<class_Environment_property_ambient_light_energy>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ambient_light_energy**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ambient_light_energy**\ (\ )
|
||
|
||
环境光的能量。值越高,光线越强。仅当 :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` 低于 ``1.0``\ (不包括)时,才有效。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ambient_light_sky_contribution:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ambient_light_sky_contribution** = ``1.0`` :ref:`🔗<class_Environment_property_ambient_light_sky_contribution>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ambient_light_sky_contribution**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ambient_light_sky_contribution**\ (\ )
|
||
|
||
定义天空给场景带来的光照量。值为 ``0.0`` 表示天空的发光对场景照明没有影响,因此所有的环境照明都由环境光提供。相反,值为 ``1.0`` 表示\ *所有*\ 影响场景的光线都由天空提供,因此环境光参数对场景没有影响。
|
||
|
||
\ **注意:**\ 内部会将 :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` 限制在 ``0.0`` 到 ``1.0`` 之间(闭区间)。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ambient_light_source:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`AmbientSource<enum_Environment_AmbientSource>` **ambient_light_source** = ``0`` :ref:`🔗<class_Environment_property_ambient_light_source>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ambient_source**\ (\ value\: :ref:`AmbientSource<enum_Environment_AmbientSource>`\ )
|
||
- :ref:`AmbientSource<enum_Environment_AmbientSource>` **get_ambient_source**\ (\ )
|
||
|
||
环境光源,用于渲染材质和全局照明。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_background_camera_feed_id:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **background_camera_feed_id** = ``1`` :ref:`🔗<class_Environment_property_background_camera_feed_id>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_camera_feed_id**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_camera_feed_id**\ (\ )
|
||
|
||
在背景中显示的相机源的 ID。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_background_canvas_max_layer:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **background_canvas_max_layer** = ``0`` :ref:`🔗<class_Environment_property_background_canvas_max_layer>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_canvas_max_layer**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_canvas_max_layer**\ (\ )
|
||
|
||
要显示的最大图层 ID。只有在使用 :ref:`BG_CANVAS<class_Environment_constant_BG_CANVAS>` 背景模式时有效。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_background_color:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Color<class_Color>` **background_color** = ``Color(0, 0, 0, 1)`` :ref:`🔗<class_Environment_property_background_color>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_bg_color**\ (\ value\: :ref:`Color<class_Color>`\ )
|
||
- :ref:`Color<class_Color>` **get_bg_color**\ (\ )
|
||
|
||
场景中清除区域显示的 :ref:`Color<class_Color>`\ 。仅在使用 :ref:`BG_COLOR<class_Environment_constant_BG_COLOR>` 背景模式时有效。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_background_energy_multiplier:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **background_energy_multiplier** = ``1.0`` :ref:`🔗<class_Environment_property_background_energy_multiplier>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_bg_energy_multiplier**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_bg_energy_multiplier**\ (\ )
|
||
|
||
背景能量的倍数。增加可以使背景更亮,减少可以使背景更暗。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_background_intensity:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **background_intensity** = ``30000.0`` :ref:`🔗<class_Environment_property_background_intensity>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_bg_intensity**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_bg_intensity**\ (\ )
|
||
|
||
背景的亮度,单位是尼特(坎德拉/平方米)。仅当启用 :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` 时使用。默认值大致相当于正午时分的天空。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_background_mode:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`BGMode<enum_Environment_BGMode>` **background_mode** = ``0`` :ref:`🔗<class_Environment_property_background_mode>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_background**\ (\ value\: :ref:`BGMode<enum_Environment_BGMode>`\ )
|
||
- :ref:`BGMode<enum_Environment_BGMode>` **get_background**\ (\ )
|
||
|
||
背景的模式。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_aerial_perspective:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_aerial_perspective** = ``0.0`` :ref:`🔗<class_Environment_property_fog_aerial_perspective>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_aerial_perspective**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_aerial_perspective**\ (\ )
|
||
|
||
如果设置为大于 ``0.0``\ (不含),会在雾的颜色和背景 :ref:`Sky<class_Sky>` 辐射率立方体贴图中的颜色之间进行混合。设置为大于 ``0.0`` 时有较小的性能代价。必须将 :ref:`background_mode<class_Environment_property_background_mode>` 设置为 :ref:`BG_SKY<class_Environment_constant_BG_SKY>`\ 。
|
||
|
||
对于模拟雾密度较低的大场景中的\ `空气透视 <https://zh.wikipedia.org/wiki/%E7%A9%BA%E6%B0%94%E9%80%8F%E8%A7%86>`__\ 很有用。但对于高密度的雾来说不是很有用,因为天空会被照亮。设置为 ``1.0`` 时,雾的颜色完全来自 :ref:`Sky<class_Sky>`\ 。设置为 ``0.0`` 时,会禁用空气透视。
|
||
|
||
请注意这里采样的是辐射率立方体贴图而不是对 :ref:`Sky<class_Sky>` 直接采样。立方体贴图采样时使用 mipmap,层级由所渲染像素的深度决定;距离越远,用于采样的 mipmap 的分辨率越高。这会导致实际颜色呈现为天空的模糊版本,离相机越近模糊程度越高。在深度为 :ref:`Camera3D.far<class_Camera3D_property_far>` 时使用的是最高的 mipmap 分辨率。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_density:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_density** = ``0.01`` :ref:`🔗<class_Environment_property_fog_density>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_density**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_density**\ (\ )
|
||
|
||
要使用的雾密度。根据所选的 :ref:`fog_mode<class_Environment_property_fog_mode>` 模式,可以通过不同的方式进行演示:
|
||
|
||
\ **指数雾模式:**\ 数值越高,雾就越浓。雾渲染就像现实生活中一样呈指数级增长。
|
||
|
||
\ **深度雾模式:**\ 深度雾的最大强度,效果将出现在远处(相对于相机)。在 ``1.0`` 处,雾将完全遮盖场景,在 ``0.0`` 处,雾将不可见。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_depth_begin:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_depth_begin** = ``10.0`` :ref:`🔗<class_Environment_property_fog_depth_begin>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_depth_begin**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_depth_begin**\ (\ )
|
||
|
||
雾距相机的深度起始距离。仅当 :ref:`fog_mode<class_Environment_property_fog_mode>` 被设置为 :ref:`FOG_MODE_DEPTH<class_Environment_constant_FOG_MODE_DEPTH>` 时可用。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_depth_curve:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_depth_curve** = ``1.0`` :ref:`🔗<class_Environment_property_fog_depth_curve>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_depth_curve**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_depth_curve**\ (\ )
|
||
|
||
雾深度的强度曲线。通过右键点击曲线,可以在检查器中使用许多预设。仅当 :ref:`fog_mode<class_Environment_property_fog_mode>` 被设置为 :ref:`FOG_MODE_DEPTH<class_Environment_constant_FOG_MODE_DEPTH>` 时可用。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_depth_end:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_depth_end** = ``100.0`` :ref:`🔗<class_Environment_property_fog_depth_end>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_depth_end**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_depth_end**\ (\ )
|
||
|
||
雾距相机的深度结束的距离。如果该值被设置为 ``0``\ ,它将等于当前相机的 :ref:`Camera3D.far<class_Camera3D_property_far>` 值。仅当 :ref:`fog_mode<class_Environment_property_fog_mode>` 被设置为 :ref:`FOG_MODE_DEPTH<class_Environment_constant_FOG_MODE_DEPTH>` 时可用。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_enabled:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **fog_enabled** = ``false`` :ref:`🔗<class_Environment_property_fog_enabled>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_fog_enabled**\ (\ )
|
||
|
||
如果为 ``true``\ ,则启用雾效果。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_height:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_height** = ``0.0`` :ref:`🔗<class_Environment_property_fog_height>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_height**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_height**\ (\ )
|
||
|
||
高度雾效果开始的高度。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_height_density:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_height_density** = ``0.0`` :ref:`🔗<class_Environment_property_fog_height_density>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_height_density**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_height_density**\ (\ )
|
||
|
||
用于随着高度降低而增加雾的密度。要使雾随着高度增加而增加,请使用负值。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_light_color:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Color<class_Color>` **fog_light_color** = ``Color(0.518, 0.553, 0.608, 1)`` :ref:`🔗<class_Environment_property_fog_light_color>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_light_color**\ (\ value\: :ref:`Color<class_Color>`\ )
|
||
- :ref:`Color<class_Color>` **get_fog_light_color**\ (\ )
|
||
|
||
雾的颜色。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_light_energy:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_light_energy** = ``1.0`` :ref:`🔗<class_Environment_property_fog_light_energy>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_light_energy**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_light_energy**\ (\ )
|
||
|
||
雾的亮度。值越高,雾越亮。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_mode:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`FogMode<enum_Environment_FogMode>` **fog_mode** = ``0`` :ref:`🔗<class_Environment_property_fog_mode>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_mode**\ (\ value\: :ref:`FogMode<enum_Environment_FogMode>`\ )
|
||
- :ref:`FogMode<enum_Environment_FogMode>` **get_fog_mode**\ (\ )
|
||
|
||
雾的模式。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_sky_affect:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_sky_affect** = ``1.0`` :ref:`🔗<class_Environment_property_fog_sky_affect>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_sky_affect**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_sky_affect**\ (\ )
|
||
|
||
非体积雾影响天空时使用的系数。\ ``1.0`` 表示雾可以完全遮蔽天空。较低的值会减少雾对天空渲染的影响,\ ``0.0`` 完全不影响天空的渲染。
|
||
|
||
\ **注意:**\ 如果 :ref:`fog_aerial_perspective<class_Environment_property_fog_aerial_perspective>` 为 ``1.0``\ ,\ :ref:`fog_sky_affect<class_Environment_property_fog_sky_affect>` 不会有视觉效果。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_fog_sun_scatter:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **fog_sun_scatter** = ``0.0`` :ref:`🔗<class_Environment_property_fog_sun_scatter>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_fog_sun_scatter**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_fog_sun_scatter**\ (\ )
|
||
|
||
如果设置为 ``0.0`` 以上,则根据视角以雾色渲染场景的定向光。这可以用来给人一种太阳正在“穿透”雾的印象。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_blend_mode:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **glow_blend_mode** = ``1`` :ref:`🔗<class_Environment_property_glow_blend_mode>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_blend_mode**\ (\ value\: :ref:`GlowBlendMode<enum_Environment_GlowBlendMode>`\ )
|
||
- :ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **get_glow_blend_mode**\ (\ )
|
||
|
||
The glow blending mode.
|
||
|
||
\ **Note:** The Compatibility renderer always uses :ref:`GLOW_BLEND_MODE_SCREEN<class_Environment_constant_GLOW_BLEND_MODE_SCREEN>` and :ref:`glow_blend_mode<class_Environment_property_glow_blend_mode>` will have no effect.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_bloom:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_bloom** = ``0.0`` :ref:`🔗<class_Environment_property_glow_bloom>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_bloom**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_bloom**\ (\ )
|
||
|
||
泛光的强度。如果设置为大于 ``0`` 的值,则将在比 :ref:`glow_hdr_threshold<class_Environment_property_glow_hdr_threshold>` 成员更暗的区域中显示辉光。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_enabled:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **glow_enabled** = ``false`` :ref:`🔗<class_Environment_property_glow_enabled>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_glow_enabled**\ (\ )
|
||
|
||
If ``true``, the glow effect is enabled. This simulates real world atmosphere and eye/camera behavior by causing bright pixels to bleed onto surrounding pixels.
|
||
|
||
\ **Note:** When using the Mobile rendering method, glow looks different due to the lower dynamic range available in the Mobile rendering method.
|
||
|
||
\ **Note:** When using the Compatibility rendering method, glow uses a different implementation with some properties being unavailable and hidden from the inspector: ``glow_levels/*``, :ref:`glow_normalized<class_Environment_property_glow_normalized>`, :ref:`glow_strength<class_Environment_property_glow_strength>`, :ref:`glow_blend_mode<class_Environment_property_glow_blend_mode>`, :ref:`glow_mix<class_Environment_property_glow_mix>`, :ref:`glow_map<class_Environment_property_glow_map>`, and :ref:`glow_map_strength<class_Environment_property_glow_map_strength>`. This implementation is optimized to run on low-end devices and is less flexible as a result.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_hdr_luminance_cap:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_hdr_luminance_cap** = ``12.0`` :ref:`🔗<class_Environment_property_glow_hdr_luminance_cap>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_hdr_luminance_cap**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_hdr_luminance_cap**\ (\ )
|
||
|
||
HDR 辉光的较高阈值。比这个阈值更亮的区域将被限制,以达到辉光效果的目的。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_hdr_scale:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_hdr_scale** = ``2.0`` :ref:`🔗<class_Environment_property_glow_hdr_scale>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_hdr_bleed_scale**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_hdr_bleed_scale**\ (\ )
|
||
|
||
Smooths the transition between values that are below and above :ref:`glow_hdr_threshold<class_Environment_property_glow_hdr_threshold>` by reducing the amount of glow generated by values that are close to :ref:`glow_hdr_threshold<class_Environment_property_glow_hdr_threshold>`. Values above ``glow_hdr_threshold + glow_hdr_scale`` will not have glow reduced in this way.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_hdr_threshold:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_hdr_threshold** = ``1.0`` :ref:`🔗<class_Environment_property_glow_hdr_threshold>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_hdr_bleed_threshold**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_hdr_bleed_threshold**\ (\ )
|
||
|
||
HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低的动态范围,最大为 ``2.0``\ ),需要低于 ``1.0`` 才能看到辉光。在这种情况下取 ``0.9`` 可以达到不错的效果。在 2D 中使用辉光时也需要降低到 ``1.0`` 以下,因为 2D 渲染使用 SDR。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_intensity:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_intensity** = ``0.3`` :ref:`🔗<class_Environment_property_glow_intensity>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_intensity**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_intensity**\ (\ )
|
||
|
||
The overall brightness multiplier that is applied to the glow effect just before it is blended with the scene. When using the Mobile rendering method (which only supports a lower dynamic range up to ``2.0``), this should be increased to ``1.5`` to compensate.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_levels/1:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_levels/1** = ``0.0`` :ref:`🔗<class_Environment_property_glow_levels/1>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_level**\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_level**\ (\ idx\: :ref:`int<class_int>`\ ) |const|
|
||
|
||
第一层辉光的强度。这是最“局部”的层级(最不模糊)。
|
||
|
||
\ **注意:**\ :ref:`glow_levels/1<class_Environment_property_glow_levels/1>` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_levels/2:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_levels/2** = ``0.8`` :ref:`🔗<class_Environment_property_glow_levels/2>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_level**\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_level**\ (\ idx\: :ref:`int<class_int>`\ ) |const|
|
||
|
||
第二层辉光的强度。
|
||
|
||
\ **注意:**\ :ref:`glow_levels/2<class_Environment_property_glow_levels/2>` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_levels/3:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_levels/3** = ``0.4`` :ref:`🔗<class_Environment_property_glow_levels/3>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_level**\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_level**\ (\ idx\: :ref:`int<class_int>`\ ) |const|
|
||
|
||
第三层辉光的强度。
|
||
|
||
\ **注意:**\ :ref:`glow_levels/3<class_Environment_property_glow_levels/3>` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_levels/4:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_levels/4** = ``0.1`` :ref:`🔗<class_Environment_property_glow_levels/4>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_level**\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_level**\ (\ idx\: :ref:`int<class_int>`\ ) |const|
|
||
|
||
第四层辉光的强度。
|
||
|
||
\ **注意:**\ :ref:`glow_levels/4<class_Environment_property_glow_levels/4>` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_levels/5:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_levels/5** = ``0.0`` :ref:`🔗<class_Environment_property_glow_levels/5>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_level**\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_level**\ (\ idx\: :ref:`int<class_int>`\ ) |const|
|
||
|
||
第五层辉光的强度。
|
||
|
||
\ **注意:**\ :ref:`glow_levels/5<class_Environment_property_glow_levels/5>` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_levels/6:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_levels/6** = ``0.0`` :ref:`🔗<class_Environment_property_glow_levels/6>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_level**\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_level**\ (\ idx\: :ref:`int<class_int>`\ ) |const|
|
||
|
||
第六层辉光的强度。
|
||
|
||
\ **注意:**\ :ref:`glow_levels/6<class_Environment_property_glow_levels/6>` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_levels/7:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_levels/7** = ``0.0`` :ref:`🔗<class_Environment_property_glow_levels/7>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_level**\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_level**\ (\ idx\: :ref:`int<class_int>`\ ) |const|
|
||
|
||
第七层辉光的强度。这是最“全局”的层级(最模糊)。
|
||
|
||
\ **注意:**\ :ref:`glow_levels/7<class_Environment_property_glow_levels/7>` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_map:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Texture<class_Texture>` **glow_map** :ref:`🔗<class_Environment_property_glow_map>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_map**\ (\ value\: :ref:`Texture<class_Texture>`\ )
|
||
- :ref:`Texture<class_Texture>` **get_glow_map**\ (\ )
|
||
|
||
该纹理应被用作一个辉光贴图,以根据 :ref:`glow_map_strength<class_Environment_property_glow_map_strength>` *乘以* 生成的辉光颜色。这可以用来创建一个“镜头污垢”效果。该纹理的 RGB 颜色通道被用于调制,但 Alpha 通道将被忽略。
|
||
|
||
\ **注意:**\ 该纹理将被拉伸以适应屏幕。因此,建议使用长宽比与项目的基本长宽比(通常为 16:9)相匹配的纹理。
|
||
|
||
\ **注意:**\ :ref:`glow_map<class_Environment_property_glow_map>` 在使用兼容性渲染方法时没有效果,因为该渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_map_strength:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_map_strength** = ``0.8`` :ref:`🔗<class_Environment_property_glow_map_strength>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_map_strength**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_map_strength**\ (\ )
|
||
|
||
:ref:`glow_map<class_Environment_property_glow_map>` 应该对整体辉光效果产生多大的影响。强度为 ``0.0`` 表示辉光贴图不产生任何影响。强度为 ``1.0`` 表示辉光贴图发挥完全影响。
|
||
|
||
\ **注意:**\ 如果辉光贴图有黑色区域,强度为 ``1.0`` 可以在屏幕的特定区域完全关闭辉光。
|
||
|
||
\ **注意:**\ :ref:`glow_map_strength<class_Environment_property_glow_map_strength>` 在使用 Compatibility 渲染方法时没有效果,因为该渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_mix:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_mix** = ``0.05`` :ref:`🔗<class_Environment_property_glow_mix>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_mix**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_mix**\ (\ )
|
||
|
||
当使用 :ref:`GLOW_BLEND_MODE_MIX<class_Environment_constant_GLOW_BLEND_MODE_MIX>` :ref:`glow_blend_mode<class_Environment_property_glow_blend_mode>` 时,它控制源图像与辉光层混合的程度。\ ``0.0`` 的值使辉光渲染不可见,而 ``1.0`` 的值等效于 :ref:`GLOW_BLEND_MODE_REPLACE<class_Environment_constant_GLOW_BLEND_MODE_REPLACE>`\ 。
|
||
|
||
\ **注意:**\ :ref:`glow_mix<class_Environment_property_glow_mix>` 在使用兼容性渲染方法时没有效果,因为该渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_normalized:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **glow_normalized** = ``false`` :ref:`🔗<class_Environment_property_glow_normalized>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_normalized**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_glow_normalized**\ (\ )
|
||
|
||
如果为 ``true``\ ,则辉光层级将被归一化,以便它们的强度总和等于 ``1.0``\ 。
|
||
|
||
\ **注意:**\ :ref:`glow_normalized<class_Environment_property_glow_normalized>` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_glow_strength:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **glow_strength** = ``1.0`` :ref:`🔗<class_Environment_property_glow_strength>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_glow_strength**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_glow_strength**\ (\ )
|
||
|
||
The strength that is used when blurring across the screen to generate the glow effect. This affects the distance and intensity of the blur. When using the Mobile rendering method, this should be increased to compensate for the lower dynamic range.
|
||
|
||
\ **Note:** :ref:`glow_strength<class_Environment_property_glow_strength>` has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_reflected_light_source:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **reflected_light_source** = ``0`` :ref:`🔗<class_Environment_property_reflected_light_source>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_reflection_source**\ (\ value\: :ref:`ReflectionSource<enum_Environment_ReflectionSource>`\ )
|
||
- :ref:`ReflectionSource<enum_Environment_ReflectionSource>` **get_reflection_source**\ (\ )
|
||
|
||
反射(镜面反射)光源。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_bounce_feedback:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **sdfgi_bounce_feedback** = ``0.5`` :ref:`🔗<class_Environment_property_sdfgi_bounce_feedback>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_bounce_feedback**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_sdfgi_bounce_feedback**\ (\ )
|
||
|
||
使用 SDFGI 时,每次从表面反弹时应用于光的能量倍增器。大于 ``0.0`` 的值将模拟多次反弹,从而产生更逼真的外观。增加 :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>` 通常对性能没有影响。另见 :ref:`sdfgi_energy<class_Environment_property_sdfgi_energy>`\ 。
|
||
|
||
\ **注意:**\ 大于 ``0.5`` 的值会导致无限的反馈循环,应避免在具有明亮材质的场景中使用。
|
||
|
||
\ **注意:**\ 如果 :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>` 为 ``0.0``\ ,间接照明会在反射中表现出来,因为光只会反弹一次。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_cascade0_distance:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **sdfgi_cascade0_distance** = ``12.8`` :ref:`🔗<class_Environment_property_sdfgi_cascade0_distance>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_cascade0_distance**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_sdfgi_cascade0_distance**\ (\ )
|
||
|
||
**注意:**\ 该属性被链接到 :ref:`sdfgi_min_cell_size<class_Environment_property_sdfgi_min_cell_size>` 和 :ref:`sdfgi_max_distance<class_Environment_property_sdfgi_max_distance>`\ 。更改其值也会自动更改这些属性。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_cascades:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **sdfgi_cascades** = ``4`` :ref:`🔗<class_Environment_property_sdfgi_cascades>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_cascades**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_sdfgi_cascades**\ (\ )
|
||
|
||
用于 SDFGI 的级联数(1 到 8 之间)。更高的级联数会以性能为代价,允许在更远的地方显示 SDFGI,同时保持近距离的细节。在小型关卡上使用 SDFGI 时,通常 :ref:`sdfgi_cascades<class_Environment_property_sdfgi_cascades>` 可以被降低到 ``1`` 和 ``4`` 之间以提高性能。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_enabled:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **sdfgi_enabled** = ``false`` :ref:`🔗<class_Environment_property_sdfgi_enabled>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_sdfgi_enabled**\ (\ )
|
||
|
||
如果为 ``true``\ ,则为将 :ref:`GeometryInstance3D.gi_mode<class_GeometryInstance3D_property_gi_mode>` 设置为 :ref:`GeometryInstance3D.GI_MODE_STATIC<class_GeometryInstance3D_constant_GI_MODE_STATIC>` 的网格,启用有符号距离场全局照明(即 SDFGI)。SDFGI 是一种实时全局照明技术,适用于程序生成和用户构建的关卡,包括在游戏过程中创建几何体的情况。有符号距离场会在相机移动时自动围绕相机生成。支持动态光,但不支持动态遮挡物和自发光表面。
|
||
|
||
\ **注意:**\ SDFGI 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。
|
||
|
||
\ **性能:**\ SDFGI 对 GPU 的要求比较高,不适合集成显卡等低端硬件(可以考虑 :ref:`LightmapGI<class_LightmapGI>`\ )。要提高 SDFGI 性能,请在项目设置中启用 :ref:`ProjectSettings.rendering/global_illumination/gi/use_half_resolution<class_ProjectSettings_property_rendering/global_illumination/gi/use_half_resolution>`\ 。
|
||
|
||
\ **注意:**\ 网格应该有足够厚的壁以避免漏光(避免单面壁)。对于内部关卡,将关卡几何体放入一个足够大的盒子中,并桥接循环边以闭合网格。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_energy:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **sdfgi_energy** = ``1.0`` :ref:`🔗<class_Environment_property_sdfgi_energy>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_energy**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_sdfgi_energy**\ (\ )
|
||
|
||
用于 SDFGI 的能量乘数。较高的值将导致更亮的间接照明和反射。另见 :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>`\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_max_distance:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **sdfgi_max_distance** = ``204.8`` :ref:`🔗<class_Environment_property_sdfgi_max_distance>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_max_distance**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_sdfgi_max_distance**\ (\ )
|
||
|
||
SDFGI 可见的最大距离。超出该距离,环境照明或其他 GI 来源(例如 :ref:`ReflectionProbe<class_ReflectionProbe>`\ )将用作后备。
|
||
|
||
\ **注意:**\ 该属性被链接到 :ref:`sdfgi_min_cell_size<class_Environment_property_sdfgi_min_cell_size>` 和 :ref:`sdfgi_cascade0_distance<class_Environment_property_sdfgi_cascade0_distance>`\ 。更改其值,也会自动更改这些属性。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_min_cell_size:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **sdfgi_min_cell_size** = ``0.2`` :ref:`🔗<class_Environment_property_sdfgi_min_cell_size>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_min_cell_size**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_sdfgi_min_cell_size**\ (\ )
|
||
|
||
用于最接近的 SDFGI 级联的像元大小(以 3D 单位表示)。较低的值允许 SDFGI 近距离更精确,但代价是 SDFGI 更新要求更高。当相机快速移动时,这可能会导致卡顿。较高的值允许 SDFGI 覆盖更多的范围,同时也降低了 SDFGI 更新对性能的影响。
|
||
|
||
\ **注意:**\ 该属性被链接到 :ref:`sdfgi_max_distance<class_Environment_property_sdfgi_max_distance>` 和 :ref:`sdfgi_cascade0_distance<class_Environment_property_sdfgi_cascade0_distance>`\ 。更改其值也会自动更改这些属性。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_normal_bias:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **sdfgi_normal_bias** = ``1.1`` :ref:`🔗<class_Environment_property_sdfgi_normal_bias>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_normal_bias**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_sdfgi_normal_bias**\ (\ )
|
||
|
||
用于 SDFGI 探针的正常偏差。增加此值可以减少倾斜表面上的可见条纹伪影,但会增加漏光。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_probe_bias:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **sdfgi_probe_bias** = ``1.1`` :ref:`🔗<class_Environment_property_sdfgi_probe_bias>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_probe_bias**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_sdfgi_probe_bias**\ (\ )
|
||
|
||
用于 SDFGI 探针的恒定偏差。增加此值可以减少倾斜表面上的可见条纹伪影,但会增加漏光。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_read_sky_light:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **sdfgi_read_sky_light** = ``true`` :ref:`🔗<class_Environment_property_sdfgi_read_sky_light>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_read_sky_light**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_sdfgi_reading_sky_light**\ (\ )
|
||
|
||
如果为 ``true``\ ,则 SDFGI 会考虑环境光照。对于室内场景,这应该被设置为 ``false``\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_use_occlusion:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **sdfgi_use_occlusion** = ``false`` :ref:`🔗<class_Environment_property_sdfgi_use_occlusion>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_use_occlusion**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_sdfgi_using_occlusion**\ (\ )
|
||
|
||
如果为 ``true``\ ,SDFGI 使用遮挡检测方法来减少漏光。然而,遮挡可能会在某些位置引入暗斑,这在大多数户外场景中可能是不希望的。\ :ref:`sdfgi_use_occlusion<class_Environment_property_sdfgi_use_occlusion>` 对性能有影响,只应在需要时启用。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sdfgi_y_scale:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **sdfgi_y_scale** = ``1`` :ref:`🔗<class_Environment_property_sdfgi_y_scale>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sdfgi_y_scale**\ (\ value\: :ref:`SDFGIYScale<enum_Environment_SDFGIYScale>`\ )
|
||
- :ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **get_sdfgi_y_scale**\ (\ )
|
||
|
||
用于 SDFGI 单元格的 Y 缩放。较低的值将导致 SDFGI 单元格在 Y 轴上更紧密地堆积在一起。这用于在质量和覆盖大量垂直地面之间取得平衡。\ :ref:`sdfgi_y_scale<class_Environment_property_sdfgi_y_scale>` 应该根据场景的垂直程度(以及相机在 Y 轴上移动的速度)来设置。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sky:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Sky<class_Sky>` **sky** :ref:`🔗<class_Environment_property_sky>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sky**\ (\ value\: :ref:`Sky<class_Sky>`\ )
|
||
- :ref:`Sky<class_Sky>` **get_sky**\ (\ )
|
||
|
||
该 **Environment** 所使用的 :ref:`Sky<class_Sky>` 资源。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sky_custom_fov:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **sky_custom_fov** = ``0.0`` :ref:`🔗<class_Environment_property_sky_custom_fov>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sky_custom_fov**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_sky_custom_fov**\ (\ )
|
||
|
||
如果被设置为大于 ``0.0`` 的值,则会覆盖用于天空渲染的视野。如果被设置为 ``0.0``\ ,则使用与当前 :ref:`Camera3D<class_Camera3D>` 相同的 FOV 进行天空渲染。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_sky_rotation:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Vector3<class_Vector3>` **sky_rotation** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_Environment_property_sky_rotation>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_sky_rotation**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
|
||
- :ref:`Vector3<class_Vector3>` **get_sky_rotation**\ (\ )
|
||
|
||
用于天空渲染的旋转。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssao_ao_channel_affect:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssao_ao_channel_affect** = ``0.0`` :ref:`🔗<class_Environment_property_ssao_ao_channel_affect>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssao_ao_channel_affect**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssao_ao_channel_affect**\ (\ )
|
||
|
||
定义了AO纹理的材质的屏幕空间环境遮挡强度。高于\ ``0``\ 的值将使SSAO效果在AO纹理变暗的区域可见。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssao_detail:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssao_detail** = ``0.5`` :ref:`🔗<class_Environment_property_ssao_detail>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssao_detail**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssao_detail**\ (\ )
|
||
|
||
设置屏幕空间环境遮蔽效果的附加细节级别的强度。高的值会使细节传递更加突出,但它可能会导致最终图像中出现锯齿。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssao_enabled:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **ssao_enabled** = ``false`` :ref:`🔗<class_Environment_property_ssao_enabled>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssao_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **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. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion.
|
||
|
||
\ **Note:** SSAO is only supported in the Forward+ and Compatibility rendering methods, not Mobile.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssao_horizon:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssao_horizon** = ``0.06`` :ref:`🔗<class_Environment_property_ssao_horizon>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssao_horizon**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssao_horizon**\ (\ )
|
||
|
||
用于考虑表面上给定点是否被遮挡的阈值,表示为与地平线的角度,映射到 ``0.0-1.0`` 范围。\ ``1.0`` 的值不会导致遮蔽。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssao_intensity:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssao_intensity** = ``2.0`` :ref:`🔗<class_Environment_property_ssao_intensity>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssao_intensity**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssao_intensity**\ (\ )
|
||
|
||
主要屏幕空间的环境光遮蔽强度。用作屏幕空间环境光遮蔽效果的乘数。较高的值会导致较暗的遮蔽。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssao_light_affect:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssao_light_affect** = ``0.0`` :ref:`🔗<class_Environment_property_ssao_light_affect>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssao_direct_light_affect**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssao_direct_light_affect**\ (\ )
|
||
|
||
直射光下的屏幕空间环境光遮蔽强度。在现实生活中,环境遮挡只适用于间接光,也就是说在直射光下无法看到其效果。高于\ ``0``\ 的数值将使SSAO效果在直射光下可见。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssao_power:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssao_power** = ``1.5`` :ref:`🔗<class_Environment_property_ssao_power>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssao_power**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssao_power**\ (\ )
|
||
|
||
光遮蔽的分布。更高的值会导致更暗的光遮蔽,类似于 :ref:`ssao_intensity<class_Environment_property_ssao_intensity>`\ ,但衰减更剧烈。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssao_radius:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssao_radius** = ``1.0`` :ref:`🔗<class_Environment_property_ssao_radius>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssao_radius**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssao_radius**\ (\ )
|
||
|
||
计算屏幕空间环境光遮蔽时,对象可以相互遮蔽的距离。较高的值将导致以性能和质量为代价的更远距离的光遮蔽。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssao_sharpness:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssao_sharpness** = ``0.98`` :ref:`🔗<class_Environment_property_ssao_sharpness>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssao_sharpness**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssao_sharpness**\ (\ )
|
||
|
||
允许屏幕空间环境光遮蔽效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出现锯齿。设置太低,会使对象边缘显得模糊。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssil_enabled:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **ssil_enabled** = ``false`` :ref:`🔗<class_Environment_property_ssil_enabled>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssil_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_ssil_enabled**\ (\ )
|
||
|
||
如果为 ``true``\ ,则启用屏幕空间间接照明效果。屏幕空间间接照明是一种间接照明形式,它允许漫射光在附近的物体之间反射。屏幕空间间接照明与屏幕空间环境光遮蔽的工作方式非常相似,因为它只影响有限的范围。它旨在与 SDFGI 或 :ref:`VoxelGI<class_VoxelGI>` 等适当的全局照明形式一起使用。屏幕空间间接光照不受单个光源 :ref:`Light3D.light_indirect_energy<class_Light3D_property_light_indirect_energy>` 的影响。
|
||
|
||
\ **注意:**\ SSIL 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssil_intensity:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssil_intensity** = ``1.0`` :ref:`🔗<class_Environment_property_ssil_intensity>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssil_intensity**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssil_intensity**\ (\ )
|
||
|
||
屏幕空间间接照明效果的亮度倍增器。更高的值会产生更亮的光。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssil_normal_rejection:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssil_normal_rejection** = ``1.0`` :ref:`🔗<class_Environment_property_ssil_normal_rejection>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssil_normal_rejection**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssil_normal_rejection**\ (\ )
|
||
|
||
计算屏幕空间间接照明时,使用的法线抛弃量。法线抛弃使用给定样本点的法线,来抛弃远离当前像素的样本。当只有物体的一侧被照亮时,为了避免漏光法线抛弃是必要的。但是,如果需要漏光,则可以禁用法线抛弃,例如当场景主要包含自发光对象,且其发光面从相机无法看到时。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssil_radius:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssil_radius** = ``5.0`` :ref:`🔗<class_Environment_property_ssil_radius>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssil_radius**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssil_radius**\ (\ )
|
||
|
||
使用屏幕空间间接照明效果时,反射光可以传播的距离。较大的值,会导致光线在场景中进一步反弹,但可能会导致采样不足的伪影,看起来像光源周围的长尖峰。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssil_sharpness:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssil_sharpness** = ``0.98`` :ref:`🔗<class_Environment_property_ssil_sharpness>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssil_sharpness**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssil_sharpness**\ (\ )
|
||
|
||
允许屏幕空间间接照明效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出现锯齿。设置太低,会使对象边缘显得模糊。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssr_depth_tolerance:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssr_depth_tolerance** = ``0.5`` :ref:`🔗<class_Environment_property_ssr_depth_tolerance>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssr_depth_tolerance**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssr_depth_tolerance**\ (\ )
|
||
|
||
屏幕空间反射的深度公差。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssr_enabled:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **ssr_enabled** = ``false`` :ref:`🔗<class_Environment_property_ssr_enabled>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssr_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_ssr_enabled**\ (\ )
|
||
|
||
If ``true``, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from :ref:`VoxelGI<class_VoxelGI>`\ s or :ref:`ReflectionProbe<class_ReflectionProbe>`\ s, but are slower and can't reflect surfaces occluded by others.
|
||
|
||
\ **Note:** SSR is only supported in the Forward+ rendering method, not Mobile or Compatibility.
|
||
|
||
\ **Note:** SSR is not supported on viewports that have a transparent background (where :ref:`Viewport.transparent_bg<class_Viewport_property_transparent_bg>` is ``true``).
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssr_fade_in:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssr_fade_in** = ``0.15`` :ref:`🔗<class_Environment_property_ssr_fade_in>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssr_fade_in**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssr_fade_in**\ (\ )
|
||
|
||
屏幕空间反射的淡入距离。影响从反射材质到屏幕空间反射的区域。只有正值有效(负值将被钳制为 ``0.0``\ )。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssr_fade_out:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **ssr_fade_out** = ``2.0`` :ref:`🔗<class_Environment_property_ssr_fade_out>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssr_fade_out**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_ssr_fade_out**\ (\ )
|
||
|
||
屏幕空间反射的淡出距离。影响从屏幕空间反射到“全局”反射的区域。只有正值有效(负值将被钳制为 ``0.0``\ )。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_ssr_max_steps:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **ssr_max_steps** = ``64`` :ref:`🔗<class_Environment_property_ssr_max_steps>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_ssr_max_steps**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_ssr_max_steps**\ (\ )
|
||
|
||
屏幕空间反射的最大步数。数值越高,速度越慢。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_tonemap_agx_contrast:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **tonemap_agx_contrast** = ``1.25`` :ref:`🔗<class_Environment_property_tonemap_agx_contrast>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_tonemap_agx_contrast**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_tonemap_agx_contrast**\ (\ )
|
||
|
||
Increasing :ref:`tonemap_agx_contrast<class_Environment_property_tonemap_agx_contrast>` will make dark values darker and bright values brighter. Produces a higher quality result than :ref:`adjustment_contrast<class_Environment_property_adjustment_contrast>` without any additional performance cost, but is only available when using the :ref:`TONE_MAPPER_AGX<class_Environment_constant_TONE_MAPPER_AGX>` tonemapper.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_tonemap_agx_white:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **tonemap_agx_white** = ``16.29`` :ref:`🔗<class_Environment_property_tonemap_agx_white>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_tonemap_agx_white**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_tonemap_agx_white**\ (\ )
|
||
|
||
The white reference value for tonemapping, which indicates where bright white is located in the scale of values provided to the tonemapper. For photorealistic lighting, it is recommended to set :ref:`tonemap_agx_white<class_Environment_property_tonemap_agx_white>` to at least ``6.0``. Higher values result in less blown out highlights, but may make the scene appear lower contrast. :ref:`tonemap_agx_white<class_Environment_property_tonemap_agx_white>` is the same as :ref:`tonemap_white<class_Environment_property_tonemap_white>`, but is only effective with the :ref:`TONE_MAPPER_AGX<class_Environment_constant_TONE_MAPPER_AGX>` tonemapper. See also :ref:`tonemap_exposure<class_Environment_property_tonemap_exposure>`.
|
||
|
||
\ **Note:** When using the Mobile renderer with :ref:`Viewport.use_hdr_2d<class_Viewport_property_use_hdr_2d>` disabled, :ref:`tonemap_agx_white<class_Environment_property_tonemap_agx_white>` is ignored and a white value of ``2.0`` will always be used instead.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_tonemap_exposure:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **tonemap_exposure** = ``1.0`` :ref:`🔗<class_Environment_property_tonemap_exposure>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_tonemap_exposure**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_tonemap_exposure**\ (\ )
|
||
|
||
在将值提供给色调映射器之前调整亮度。\ :ref:`tonemap_exposure<class_Environment_property_tonemap_exposure>` 取值越大图像越亮。另见 :ref:`tonemap_white<class_Environment_property_tonemap_white>`\ 。
|
||
|
||
\ **注意:**\ 提供给色调映射器的值还将乘以 ``2.0`` 和 ``1.8``\ ,分别对应 :ref:`TONE_MAPPER_FILMIC<class_Environment_constant_TONE_MAPPER_FILMIC>` 和 :ref:`TONE_MAPPER_ACES<class_Environment_constant_TONE_MAPPER_ACES>`\ ,会产生与 :ref:`TONE_MAPPER_LINEAR<class_Environment_constant_TONE_MAPPER_LINEAR>` 相似的明显亮度。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_tonemap_mode:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`ToneMapper<enum_Environment_ToneMapper>` **tonemap_mode** = ``0`` :ref:`🔗<class_Environment_property_tonemap_mode>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_tonemapper**\ (\ value\: :ref:`ToneMapper<enum_Environment_ToneMapper>`\ )
|
||
- :ref:`ToneMapper<enum_Environment_ToneMapper>` **get_tonemapper**\ (\ )
|
||
|
||
要使用的色调映射模式。色调映射是对 HDR 值进行“转换”的过程,转换后的值适合在 LDR 显示器上渲染。(Godot 尚不支持在 HDR 显示器上进行渲染。)
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_tonemap_white:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **tonemap_white** = ``1.0`` :ref:`🔗<class_Environment_property_tonemap_white>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_tonemap_white**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_tonemap_white**\ (\ )
|
||
|
||
The white reference value for tonemapping, which indicates where bright white is located in the scale of values provided to the tonemapper. For photorealistic lighting, it is recommended to set :ref:`tonemap_white<class_Environment_property_tonemap_white>` to at least ``6.0``. Higher values result in less blown out highlights, but may make the scene appear lower contrast. :ref:`tonemap_agx_white<class_Environment_property_tonemap_agx_white>` will be used instead when using the :ref:`TONE_MAPPER_AGX<class_Environment_constant_TONE_MAPPER_AGX>` tonemapper. See also :ref:`tonemap_exposure<class_Environment_property_tonemap_exposure>`.
|
||
|
||
\ **Note:** :ref:`tonemap_white<class_Environment_property_tonemap_white>` must be set to ``2.0`` or lower on the Mobile renderer to produce bright images.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_albedo:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Color<class_Color>` **volumetric_fog_albedo** = ``Color(1, 1, 1, 1)`` :ref:`🔗<class_Environment_property_volumetric_fog_albedo>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_albedo**\ (\ value\: :ref:`Color<class_Color>`\ )
|
||
- :ref:`Color<class_Color>` **get_volumetric_fog_albedo**\ (\ )
|
||
|
||
与灯光交互时体积雾的 :ref:`Color<class_Color>`\ 。当烟雾的反照率颜色更暗时,薄雾和雾的反照率颜色接近 ``Color(1, 1, 1, 1)``\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_ambient_inject:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **volumetric_fog_ambient_inject** = ``0.0`` :ref:`🔗<class_Environment_property_volumetric_fog_ambient_inject>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_ambient_inject**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_volumetric_fog_ambient_inject**\ (\ )
|
||
|
||
衡量体积雾中使用的环境光的强度。值为 ``0.0`` ,意味着环境光不会影响体积雾。当 :ref:`volumetric_fog_ambient_inject<class_Environment_property_volumetric_fog_ambient_inject>` 设置高于 ``0.0`` 时,会有一个小的性能成本。
|
||
|
||
\ **注意:**\ 如果 :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` 为 ``0.0``\ ,或 :ref:`volumetric_fog_albedo<class_Environment_property_volumetric_fog_albedo>` 是全黑的颜色,则该属性没有可见效果。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_anisotropy:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **volumetric_fog_anisotropy** = ``0.2`` :ref:`🔗<class_Environment_property_volumetric_fog_anisotropy>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_anisotropy**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_volumetric_fog_anisotropy**\ (\ )
|
||
|
||
散射光穿过体积雾时的方向。接近 ``1.0`` 的值意味着几乎所有的光都是向前散射的。接近 ``0.0`` 的值表示光在所有方向上均匀散射。接近 ``-1.0`` 的值表示光主要向后散射。雾和薄雾会稍微向前散射光,而烟雾则向各个方向均匀散射光。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_density:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **volumetric_fog_density** = ``0.05`` :ref:`🔗<class_Environment_property_volumetric_fog_density>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_density**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_volumetric_fog_density**\ (\ )
|
||
|
||
体积雾的基本\ *指数*\ 密度。将其设置为希望全局拥有的最低密度。\ :ref:`FogVolume<class_FogVolume>` 可用于增加或减少特定区域的密度。雾渲染如同在现实生活中一样是指数式的。
|
||
|
||
\ ``0.0`` 的值会禁用全局体积雾,同时允许 :ref:`FogVolume<class_FogVolume>` 在特定区域显示体积雾。
|
||
|
||
要使体积雾作为一种体积\ *照明*\ 解决方案,请将 :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` 设置为最低的非零值(\ ``0.0001``\ ),然后将灯光的 :ref:`Light3D.light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` 增加到 ``10000`` 和 ``100000`` 之间的值,以补偿极低的密度。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_detail_spread:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **volumetric_fog_detail_spread** = ``2.0`` :ref:`🔗<class_Environment_property_volumetric_fog_detail_spread>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_detail_spread**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_volumetric_fog_detail_spread**\ (\ )
|
||
|
||
视锥体素缓冲区长度的大小分布。较高的值会压缩更靠近相机的视锥体素,并将更多细节放置在更靠近相机的位置。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_emission:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Color<class_Color>` **volumetric_fog_emission** = ``Color(0, 0, 0, 1)`` :ref:`🔗<class_Environment_property_volumetric_fog_emission>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_emission**\ (\ value\: :ref:`Color<class_Color>`\ )
|
||
- :ref:`Color<class_Color>` **get_volumetric_fog_emission**\ (\ )
|
||
|
||
从体积雾发出的光。即使有自发光,体积雾也不会将光投射到其他表面上。自发光对于建立环境颜色很有用。由于体积雾效果仅使用单次散射,因此雾往往需要一点点自发光来柔化刺眼的阴影。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_emission_energy:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **volumetric_fog_emission_energy** = ``1.0`` :ref:`🔗<class_Environment_property_volumetric_fog_emission_energy>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_emission_energy**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_volumetric_fog_emission_energy**\ (\ )
|
||
|
||
从体积雾发出的光的亮度。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_enabled:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **volumetric_fog_enabled** = ``false`` :ref:`🔗<class_Environment_property_volumetric_fog_enabled>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_volumetric_fog_enabled**\ (\ )
|
||
|
||
启用体积雾效果。体积雾使用与屏幕对齐的视锥体素缓冲区,来计算短至中等范围内的精确体积散射。体积雾与 :ref:`FogVolume<class_FogVolume>` 和灯光交互,以计算局部和全局的雾。体积雾使用一个基于消光、散射和自发光的 PBR 单一散射模型,它以密度、反照率和自发光的形式暴露给用户。
|
||
|
||
\ **注意:**\ 体积雾只支持 Forward+ 渲染方式,不支持移动和兼容模式。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_gi_inject:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **volumetric_fog_gi_inject** = ``1.0`` :ref:`🔗<class_Environment_property_volumetric_fog_gi_inject>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_gi_inject**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_volumetric_fog_gi_inject**\ (\ )
|
||
|
||
衡量体积雾的反照率颜色中使用的全局照明的强度。值为\ ``0.0`` ,意味着全局照明不会影响体积雾。当 :ref:`volumetric_fog_gi_inject<class_Environment_property_volumetric_fog_gi_inject>` 设置高于\ ``0.0`` 时,会有很小的性能成本。
|
||
|
||
\ **注意:**\ 如果 :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` 为 ``0.0``\ ,或 :ref:`volumetric_fog_albedo<class_Environment_property_volumetric_fog_albedo>` 是全黑的颜色,则该选项没有可见效果。
|
||
|
||
\ **注意:**\ 在使用 :ref:`volumetric_fog_gi_inject<class_Environment_property_volumetric_fog_gi_inject>` 时,只有 :ref:`VoxelGI<class_VoxelGI>` 和 SDFGI(\ :ref:`sdfgi_enabled<class_Environment_property_sdfgi_enabled>`\ )会被考虑到。来自 :ref:`LightmapGI<class_LightmapGI>`\ 、\ :ref:`ReflectionProbe<class_ReflectionProbe>` 和 SSIL(参见 :ref:`ssil_enabled<class_Environment_property_ssil_enabled>`\ )的全局照明将被体积雾所忽略。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_length:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **volumetric_fog_length** = ``64.0`` :ref:`🔗<class_Environment_property_volumetric_fog_length>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_length**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_volumetric_fog_length**\ (\ )
|
||
|
||
计算体积雾的距离。增加以在更大范围内计算雾,减少以在不需要长范围时添加更多细节。为了获得最佳质量的雾,请将其保持在尽可能低的水平。另见 :ref:`ProjectSettings.rendering/environment/volumetric_fog/volume_depth<class_ProjectSettings_property_rendering/environment/volumetric_fog/volume_depth>`\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_sky_affect:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **volumetric_fog_sky_affect** = ``1.0`` :ref:`🔗<class_Environment_property_volumetric_fog_sky_affect>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_sky_affect**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_volumetric_fog_sky_affect**\ (\ )
|
||
|
||
使用体积雾影响天空时使用的系数。\ ``1.0``\ 表示体积雾可以完全遮蔽天空。较低的值会减少体积雾对天空渲染的影响,\ ``0.0`` 根本不会影响天空的渲染。
|
||
|
||
\ **注意:**\ 即使 :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` 为 ``0.0``\ ,\ :ref:`volumetric_fog_sky_affect<class_Environment_property_volumetric_fog_sky_affect>` 也会影响 :ref:`FogVolume<class_FogVolume>`\ 。如果发现 :ref:`FogVolume<class_FogVolume>` 在仰望天空时正在消失,请将 :ref:`volumetric_fog_sky_affect<class_Environment_property_volumetric_fog_sky_affect>` 设置为 ``1.0``\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_temporal_reprojection_amount:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **volumetric_fog_temporal_reprojection_amount** = ``0.9`` :ref:`🔗<class_Environment_property_volumetric_fog_temporal_reprojection_amount>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_temporal_reprojection_amount**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_volumetric_fog_temporal_reprojection_amount**\ (\ )
|
||
|
||
将最后一帧与当前帧混合的量。更高的数值会导致体积雾更平滑,但会使“重影”变得更糟。更低的值会减少重影,但会导致每帧时间抖动变得可见。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_property_volumetric_fog_temporal_reprojection_enabled:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **volumetric_fog_temporal_reprojection_enabled** = ``true`` :ref:`🔗<class_Environment_property_volumetric_fog_temporal_reprojection_enabled>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_volumetric_fog_temporal_reprojection_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **is_volumetric_fog_temporal_reprojection_enabled**\ (\ )
|
||
|
||
在体积雾中启用时间重投影。时间重投影将当前帧的体积雾与上一帧的体积雾混合,以平滑锯齿状的边缘。性能成本最小;但是,它会导致移动 :ref:`FogVolume<class_FogVolume>` 和 :ref:`Light3D<class_Light3D>` 时“重影”,并在它们身后留下痕迹。启用时间重投影时,尽量避免将 :ref:`FogVolume<class_FogVolume>` 或 :ref:`Light3D<class_Light3D>` 移动得太快。短暂的动态光照效果应将 :ref:`Light3D.light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` 设置为 ``0.0`` 以避免重影。
|
||
|
||
.. rst-class:: classref-section-separator
|
||
|
||
----
|
||
|
||
.. rst-class:: classref-descriptions-group
|
||
|
||
方法说明
|
||
--------
|
||
|
||
.. _class_Environment_method_get_glow_level:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`float<class_float>` **get_glow_level**\ (\ idx\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_Environment_method_get_glow_level>`
|
||
|
||
返回辉光级别 ``idx`` 的强度。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Environment_method_set_glow_level:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
|void| **set_glow_level**\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ ) :ref:`🔗<class_Environment_method_set_glow_level>`
|
||
|
||
设置辉光级别 ``idx`` 的强度。大于 ``0.0`` 时启用该级别。每个级别都依赖于前一个级别。这意味着启用较高的辉光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。
|
||
|
||
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
|
||
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
|
||
.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
|
||
.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
|
||
.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
|
||
.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
|
||
.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
|
||
.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
|
||
.. |void| replace:: :abbr:`void (无返回值。)`
|