mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2025-12-31 09:49:22 +03:00
2408 lines
139 KiB
ReStructuredText
2408 lines
139 KiB
ReStructuredText
:github_url: hide
|
|
|
|
.. _class_Environment:
|
|
|
|
Environment
|
|
===========
|
|
|
|
**Hereda:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
|
|
|
|
Recurso para nodos del entorno (como :ref:`WorldEnvironment<class_WorldEnvironment>`) que definen múltiples opciones de renderizado.
|
|
|
|
.. rst-class:: classref-introduction-group
|
|
|
|
Descripción
|
|
----------------------
|
|
|
|
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:
|
|
|
|
- Depth of Field Blur
|
|
|
|
- Auto Exposure
|
|
|
|
- Glow
|
|
|
|
- Tonemap
|
|
|
|
- Adjustments
|
|
|
|
.. rst-class:: classref-introduction-group
|
|
|
|
Tutoriales
|
|
--------------------
|
|
|
|
- :doc:`Ambiente y posprocesamiento <../tutorials/3d/environment_and_post_processing>`
|
|
|
|
- :doc:`Iluminación de alto rango dinámico <../tutorials/3d/high_dynamic_range>`
|
|
|
|
- `Demo de Prueba de Materiales en 3D <https://godotengine.org/asset-library/asset/2742>`__
|
|
|
|
- `Demo de Shooter en Tercera Persona (TPS) <https://godotengine.org/asset-library/asset/2710>`__
|
|
|
|
.. rst-class:: classref-reftable-group
|
|
|
|
Propiedades
|
|
----------------------
|
|
|
|
.. table::
|
|
:widths: auto
|
|
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`adjustment_brightness<class_Environment_property_adjustment_brightness>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`Texture<class_Texture>` | :ref:`adjustment_color_correction<class_Environment_property_adjustment_color_correction>` | |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`adjustment_contrast<class_Environment_property_adjustment_contrast>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`adjustment_saturation<class_Environment_property_adjustment_saturation>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`Color<class_Color>` | :ref:`ambient_light_color<class_Environment_property_ambient_light_color>` | ``Color(0, 0, 0, 1)`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ambient_light_energy<class_Environment_property_ambient_light_energy>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`AmbientSource<enum_Environment_AmbientSource>` | :ref:`ambient_light_source<class_Environment_property_ambient_light_source>` | ``0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`int<class_int>` | :ref:`background_camera_feed_id<class_Environment_property_background_camera_feed_id>` | ``1`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`int<class_int>` | :ref:`background_canvas_max_layer<class_Environment_property_background_canvas_max_layer>` | ``0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`Color<class_Color>` | :ref:`background_color<class_Environment_property_background_color>` | ``Color(0, 0, 0, 1)`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`background_energy_multiplier<class_Environment_property_background_energy_multiplier>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`background_intensity<class_Environment_property_background_intensity>` | ``30000.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`BGMode<enum_Environment_BGMode>` | :ref:`background_mode<class_Environment_property_background_mode>` | ``0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_aerial_perspective<class_Environment_property_fog_aerial_perspective>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_density<class_Environment_property_fog_density>` | ``0.01`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_depth_begin<class_Environment_property_fog_depth_begin>` | ``10.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_depth_curve<class_Environment_property_fog_depth_curve>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_depth_end<class_Environment_property_fog_depth_end>` | ``100.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`fog_enabled<class_Environment_property_fog_enabled>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_height<class_Environment_property_fog_height>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_height_density<class_Environment_property_fog_height_density>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`Color<class_Color>` | :ref:`fog_light_color<class_Environment_property_fog_light_color>` | ``Color(0.518, 0.553, 0.608, 1)`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_light_energy<class_Environment_property_fog_light_energy>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`FogMode<enum_Environment_FogMode>` | :ref:`fog_mode<class_Environment_property_fog_mode>` | ``0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_sky_affect<class_Environment_property_fog_sky_affect>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`fog_sun_scatter<class_Environment_property_fog_sun_scatter>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` | :ref:`glow_blend_mode<class_Environment_property_glow_blend_mode>` | ``1`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_bloom<class_Environment_property_glow_bloom>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`glow_enabled<class_Environment_property_glow_enabled>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_hdr_luminance_cap<class_Environment_property_glow_hdr_luminance_cap>` | ``12.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_hdr_scale<class_Environment_property_glow_hdr_scale>` | ``2.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_hdr_threshold<class_Environment_property_glow_hdr_threshold>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_intensity<class_Environment_property_glow_intensity>` | ``0.3`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_levels/1<class_Environment_property_glow_levels/1>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_levels/2<class_Environment_property_glow_levels/2>` | ``0.8`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_levels/3<class_Environment_property_glow_levels/3>` | ``0.4`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_levels/4<class_Environment_property_glow_levels/4>` | ``0.1`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_levels/5<class_Environment_property_glow_levels/5>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_levels/6<class_Environment_property_glow_levels/6>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_levels/7<class_Environment_property_glow_levels/7>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`Texture<class_Texture>` | :ref:`glow_map<class_Environment_property_glow_map>` | |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_map_strength<class_Environment_property_glow_map_strength>` | ``0.8`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_mix<class_Environment_property_glow_mix>` | ``0.05`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`glow_normalized<class_Environment_property_glow_normalized>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`glow_strength<class_Environment_property_glow_strength>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`ReflectionSource<enum_Environment_ReflectionSource>` | :ref:`reflected_light_source<class_Environment_property_reflected_light_source>` | ``0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>` | ``0.5`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`sdfgi_cascade0_distance<class_Environment_property_sdfgi_cascade0_distance>` | ``12.8`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`int<class_int>` | :ref:`sdfgi_cascades<class_Environment_property_sdfgi_cascades>` | ``4`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`sdfgi_enabled<class_Environment_property_sdfgi_enabled>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`sdfgi_energy<class_Environment_property_sdfgi_energy>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`sdfgi_max_distance<class_Environment_property_sdfgi_max_distance>` | ``204.8`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`sdfgi_min_cell_size<class_Environment_property_sdfgi_min_cell_size>` | ``0.2`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`sdfgi_normal_bias<class_Environment_property_sdfgi_normal_bias>` | ``1.1`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`sdfgi_probe_bias<class_Environment_property_sdfgi_probe_bias>` | ``1.1`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`sdfgi_read_sky_light<class_Environment_property_sdfgi_read_sky_light>` | ``true`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`sdfgi_use_occlusion<class_Environment_property_sdfgi_use_occlusion>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` | :ref:`sdfgi_y_scale<class_Environment_property_sdfgi_y_scale>` | ``1`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`Sky<class_Sky>` | :ref:`sky<class_Environment_property_sky>` | |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`sky_custom_fov<class_Environment_property_sky_custom_fov>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`Vector3<class_Vector3>` | :ref:`sky_rotation<class_Environment_property_sky_rotation>` | ``Vector3(0, 0, 0)`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssao_ao_channel_affect<class_Environment_property_ssao_ao_channel_affect>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssao_detail<class_Environment_property_ssao_detail>` | ``0.5`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`ssao_enabled<class_Environment_property_ssao_enabled>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssao_horizon<class_Environment_property_ssao_horizon>` | ``0.06`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssao_intensity<class_Environment_property_ssao_intensity>` | ``2.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssao_light_affect<class_Environment_property_ssao_light_affect>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssao_power<class_Environment_property_ssao_power>` | ``1.5`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssao_radius<class_Environment_property_ssao_radius>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssao_sharpness<class_Environment_property_ssao_sharpness>` | ``0.98`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`ssil_enabled<class_Environment_property_ssil_enabled>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssil_intensity<class_Environment_property_ssil_intensity>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssil_normal_rejection<class_Environment_property_ssil_normal_rejection>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssil_radius<class_Environment_property_ssil_radius>` | ``5.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssil_sharpness<class_Environment_property_ssil_sharpness>` | ``0.98`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssr_depth_tolerance<class_Environment_property_ssr_depth_tolerance>` | ``0.5`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`ssr_enabled<class_Environment_property_ssr_enabled>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssr_fade_in<class_Environment_property_ssr_fade_in>` | ``0.15`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`ssr_fade_out<class_Environment_property_ssr_fade_out>` | ``2.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`int<class_int>` | :ref:`ssr_max_steps<class_Environment_property_ssr_max_steps>` | ``64`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`tonemap_agx_contrast<class_Environment_property_tonemap_agx_contrast>` | ``1.25`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`tonemap_agx_white<class_Environment_property_tonemap_agx_white>` | ``16.29`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`tonemap_exposure<class_Environment_property_tonemap_exposure>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`ToneMapper<enum_Environment_ToneMapper>` | :ref:`tonemap_mode<class_Environment_property_tonemap_mode>` | ``0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`tonemap_white<class_Environment_property_tonemap_white>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`Color<class_Color>` | :ref:`volumetric_fog_albedo<class_Environment_property_volumetric_fog_albedo>` | ``Color(1, 1, 1, 1)`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`volumetric_fog_ambient_inject<class_Environment_property_volumetric_fog_ambient_inject>` | ``0.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`volumetric_fog_anisotropy<class_Environment_property_volumetric_fog_anisotropy>` | ``0.2`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` | ``0.05`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`volumetric_fog_detail_spread<class_Environment_property_volumetric_fog_detail_spread>` | ``2.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`Color<class_Color>` | :ref:`volumetric_fog_emission<class_Environment_property_volumetric_fog_emission>` | ``Color(0, 0, 0, 1)`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`volumetric_fog_emission_energy<class_Environment_property_volumetric_fog_emission_energy>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`volumetric_fog_enabled<class_Environment_property_volumetric_fog_enabled>` | ``false`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`volumetric_fog_gi_inject<class_Environment_property_volumetric_fog_gi_inject>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`volumetric_fog_length<class_Environment_property_volumetric_fog_length>` | ``64.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`volumetric_fog_sky_affect<class_Environment_property_volumetric_fog_sky_affect>` | ``1.0`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`volumetric_fog_temporal_reprojection_amount<class_Environment_property_volumetric_fog_temporal_reprojection_amount>` | ``0.9`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`volumetric_fog_temporal_reprojection_enabled<class_Environment_property_volumetric_fog_temporal_reprojection_enabled>` | ``true`` |
|
|
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
|
|
|
|
.. rst-class:: classref-reftable-group
|
|
|
|
Métodos
|
|
--------------
|
|
|
|
.. table::
|
|
:widths: auto
|
|
|
|
+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------+
|
|
| :ref:`float<class_float>` | :ref:`get_glow_level<class_Environment_method_get_glow_level>`\ (\ idx\: :ref:`int<class_int>`\ ) |const| |
|
|
+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------+
|
|
| |void| | :ref:`set_glow_level<class_Environment_method_set_glow_level>`\ (\ idx\: :ref:`int<class_int>`, intensity\: :ref:`float<class_float>`\ ) |
|
|
+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------+
|
|
|
|
.. rst-class:: classref-section-separator
|
|
|
|
----
|
|
|
|
.. rst-class:: classref-descriptions-group
|
|
|
|
Enumeraciones
|
|
--------------------------
|
|
|
|
.. _enum_Environment_BGMode:
|
|
|
|
.. rst-class:: classref-enumeration
|
|
|
|
enum **BGMode**: :ref:`🔗<enum_Environment_BGMode>`
|
|
|
|
.. _class_Environment_constant_BG_CLEAR_COLOR:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`BGMode<enum_Environment_BGMode>` **BG_CLEAR_COLOR** = ``0``
|
|
|
|
Clears the background using the clear color defined in :ref:`ProjectSettings.rendering/environment/defaults/default_clear_color<class_ProjectSettings_property_rendering/environment/defaults/default_clear_color>`.
|
|
|
|
.. _class_Environment_constant_BG_COLOR:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`BGMode<enum_Environment_BGMode>` **BG_COLOR** = ``1``
|
|
|
|
Despeja el fondo usando un color claro personalizado.
|
|
|
|
.. _class_Environment_constant_BG_SKY:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`BGMode<enum_Environment_BGMode>` **BG_SKY** = ``2``
|
|
|
|
Muestra un cielo definido por el usuario en el fondo.
|
|
|
|
.. _class_Environment_constant_BG_CANVAS:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`BGMode<enum_Environment_BGMode>` **BG_CANVAS** = ``3``
|
|
|
|
Muestra una :ref:`CanvasLayer<class_CanvasLayer>` en el fondo.
|
|
|
|
.. _class_Environment_constant_BG_KEEP:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`BGMode<enum_Environment_BGMode>` **BG_KEEP** = ``4``
|
|
|
|
Keeps on screen every pixel drawn in the background. This is the fastest background mode, but it can only be safely used in fully-interior scenes (no visible sky or sky reflections). If enabled in a scene where the background is visible, "ghost trail" artifacts will be visible when moving the camera.
|
|
|
|
.. _class_Environment_constant_BG_CAMERA_FEED:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`BGMode<enum_Environment_BGMode>` **BG_CAMERA_FEED** = ``5``
|
|
|
|
Muestra un feed de una cámara en el fondo.
|
|
|
|
.. _class_Environment_constant_BG_MAX:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`BGMode<enum_Environment_BGMode>` **BG_MAX** = ``6``
|
|
|
|
Representa el tamaño del enum :ref:`BGMode<enum_Environment_BGMode>`.
|
|
|
|
.. 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``
|
|
|
|
Gather ambient light from whichever source is specified as the background.
|
|
|
|
.. _class_Environment_constant_AMBIENT_SOURCE_DISABLED:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_DISABLED** = ``1``
|
|
|
|
Disable ambient light. This provides a slight performance boost over :ref:`AMBIENT_SOURCE_SKY<class_Environment_constant_AMBIENT_SOURCE_SKY>`.
|
|
|
|
.. _class_Environment_constant_AMBIENT_SOURCE_COLOR:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_COLOR** = ``2``
|
|
|
|
Specify a specific :ref:`Color<class_Color>` for ambient light. This provides a slight performance boost over :ref:`AMBIENT_SOURCE_SKY<class_Environment_constant_AMBIENT_SOURCE_SKY>`.
|
|
|
|
.. _class_Environment_constant_AMBIENT_SOURCE_SKY:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_SKY** = ``3``
|
|
|
|
Gather ambient light from the :ref:`Sky<class_Sky>` regardless of what the background is.
|
|
|
|
.. 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``
|
|
|
|
Utilizar el fondo para los reflejos.
|
|
|
|
.. _class_Environment_constant_REFLECTION_SOURCE_DISABLED:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **REFLECTION_SOURCE_DISABLED** = ``1``
|
|
|
|
Disable reflections. This provides a slight performance boost over other options.
|
|
|
|
.. _class_Environment_constant_REFLECTION_SOURCE_SKY:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **REFLECTION_SOURCE_SKY** = ``2``
|
|
|
|
Use the :ref:`Sky<class_Sky>` for reflections regardless of what the background is.
|
|
|
|
.. 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``
|
|
|
|
Does not modify color data, resulting in a linear tonemapping curve which unnaturally clips bright values, causing bright lighting to look blown out. The simplest and fastest tonemapper.
|
|
|
|
.. _class_Environment_constant_TONE_MAPPER_REINHARDT:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_REINHARDT** = ``1``
|
|
|
|
A simple tonemapping curve that rolls off bright values to prevent clipping. This results in an image that can appear dull and low contrast. Slower than :ref:`TONE_MAPPER_LINEAR<class_Environment_constant_TONE_MAPPER_LINEAR>`.
|
|
|
|
\ **Note:** When :ref:`tonemap_white<class_Environment_property_tonemap_white>` is left at the default value of ``1.0``, :ref:`TONE_MAPPER_REINHARDT<class_Environment_constant_TONE_MAPPER_REINHARDT>` produces an identical image to :ref:`TONE_MAPPER_LINEAR<class_Environment_constant_TONE_MAPPER_LINEAR>`.
|
|
|
|
.. _class_Environment_constant_TONE_MAPPER_FILMIC:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_FILMIC** = ``2``
|
|
|
|
Uses a film-like tonemapping curve to prevent clipping of bright values and provide better contrast than :ref:`TONE_MAPPER_REINHARDT<class_Environment_constant_TONE_MAPPER_REINHARDT>`. Slightly slower than :ref:`TONE_MAPPER_REINHARDT<class_Environment_constant_TONE_MAPPER_REINHARDT>`.
|
|
|
|
.. _class_Environment_constant_TONE_MAPPER_ACES:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_ACES** = ``3``
|
|
|
|
Uses a high-contrast film-like tonemapping curve and desaturates bright values for a more realistic appearance. Slightly slower than :ref:`TONE_MAPPER_FILMIC<class_Environment_constant_TONE_MAPPER_FILMIC>`.
|
|
|
|
\ **Note:** This tonemapping operator is called "ACES Fitted" in Godot 3.x.
|
|
|
|
.. _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``
|
|
|
|
Use a physically-based fog model defined primarily by fog density.
|
|
|
|
.. _class_Environment_constant_FOG_MODE_DEPTH:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`FogMode<enum_Environment_FogMode>` **FOG_MODE_DEPTH** = ``1``
|
|
|
|
Use a simple fog model defined by start and end positions and a custom curve. While not physically accurate, this model can be useful when you need more artistic control.
|
|
|
|
.. 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``
|
|
|
|
Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.
|
|
|
|
.. _class_Environment_constant_SDFGI_Y_SCALE_75_PERCENT:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **SDFGI_Y_SCALE_75_PERCENT** = ``1``
|
|
|
|
Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.
|
|
|
|
.. _class_Environment_constant_SDFGI_Y_SCALE_100_PERCENT:
|
|
|
|
.. rst-class:: classref-enumeration-constant
|
|
|
|
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **SDFGI_Y_SCALE_100_PERCENT** = ``2``
|
|
|
|
Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.
|
|
|
|
.. rst-class:: classref-section-separator
|
|
|
|
----
|
|
|
|
.. rst-class:: classref-descriptions-group
|
|
|
|
Descripciones de Propiedades
|
|
--------------------------------------------------------
|
|
|
|
.. _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**\ (\ )
|
|
|
|
La tabla de búsqueda (:ref:`Texture2D<class_Texture2D>` o :ref:`Texture3D<class_Texture3D>` LUT) para usar en la gradación de color de post-procesamiento incorporada. Se puede usar un :ref:`GradientTexture1D<class_GradientTexture1D>` para una LUT unidimensional, o una :ref:`Texture3D<class_Texture3D>` para una LUT más compleja. Solo es efectivo si :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>` es ``true``.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Si es ``true``, activa las propiedades ``adjustment_*`` proporcionadas por este recurso. Si es ``false``, las modificaciones de las propiedades ``adjustment_*`` no tendrán ningún efecto en la escena renderizada.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El :ref:`Color<class_Color>` de la luz ambiental. Solo es efectivo si :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` es inferior a ``1.0`` (exclusivo).
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La energía de la luz ambiental. Cuanto mayor sea el valor, más fuerte será la luz. Solo es efectivo si :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` es menor que ``1.0`` (exclusivo).
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Define la cantidad de luz que el cielo aporta a la escena. Un valor de ``0.0`` significa que la emisión de luz del cielo no tiene efecto en la iluminación de la escena, por lo que toda la iluminación ambiental es proporcionada por la luz ambiental. Por el contrario, un valor de ``1.0`` significa que *toda* la luz que afecta a la escena es proporcionada por el cielo, por lo que el parámetro de luz ambiental no tiene efecto en la escena.
|
|
|
|
\ **Nota:** :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` se limita internamente entre ``0.0`` y ``1.0`` (inclusive).
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La fuente de luz ambiental que se utilizará para renderizar materiales e iluminación global.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La identificación de la feed de la cámara para mostrarla en el fondo.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El ID de la capa maxima a mostrar. Sólo es efectivo cuando se utiliza el modo de fondo :ref:`BG_CANVAS<class_Environment_constant_BG_CANVAS>`.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El :ref:`Color<class_Color>` mostrado para las áreas claras de la escena. Solo es efectivo cuando se usa el modo de fondo :ref:`BG_COLOR<class_Environment_constant_BG_COLOR>`.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Multiplicador para la energía del fondo. Aumenta para hacer el fondo más brillante, disminuye para hacer el fondo más oscuro.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Luminancia del fondo medida en nits (candela por metro cuadrado). Solo se usa cuando :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` está habilitado. El valor predeterminado es aproximadamente equivalente al cielo al mediodía.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El modo de fondo.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
If set above ``0.0`` (exclusive), blends between the fog's color and the color of the background :ref:`Sky<class_Sky>`, as read from the radiance cubemap. This has a small performance cost when set above ``0.0``. Must have :ref:`background_mode<class_Environment_property_background_mode>` set to :ref:`BG_SKY<class_Environment_constant_BG_SKY>`.
|
|
|
|
This is useful to simulate `aerial perspective <https://en.wikipedia.org/wiki/Aerial_perspective>`__ in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to ``1.0``, the fog color comes completely from the :ref:`Sky<class_Sky>`. If set to ``0.0``, aerial perspective is disabled.
|
|
|
|
Notice that this does not sample the :ref:`Sky<class_Sky>` directly, but rather the radiance cubemap. The cubemap is sampled at a mipmap level depending on the depth of the rendered pixel; the farther away, the higher the resolution of the sampled mipmap. This results in the actual color being a blurred version of the sky, with more blur closer to the camera. The highest mipmap resolution is used at a depth of :ref:`Camera3D.far<class_Camera3D_property_far>`.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The fog density to be used. This is demonstrated in different ways depending on the :ref:`fog_mode<class_Environment_property_fog_mode>` mode chosen:
|
|
|
|
\ **Exponential Fog Mode:** Higher values result in denser fog. The fog rendering is exponential like in real life.
|
|
|
|
\ **Depth Fog mode:** The maximum intensity of the deep fog, effect will appear in the distance (relative to the camera). At ``1.0`` the fog will fully obscure the scene, at ``0.0`` the fog will not be visible.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The fog's depth starting distance from the camera. Only available when :ref:`fog_mode<class_Environment_property_fog_mode>` is set to :ref:`FOG_MODE_DEPTH<class_Environment_constant_FOG_MODE_DEPTH>`.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The fog depth's intensity curve. A number of presets are available in the Inspector by right-clicking the curve. Only available when :ref:`fog_mode<class_Environment_property_fog_mode>` is set to :ref:`FOG_MODE_DEPTH<class_Environment_constant_FOG_MODE_DEPTH>`.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The fog's depth end distance from the camera. If this value is set to ``0``, it will be equal to the current camera's :ref:`Camera3D.far<class_Camera3D_property_far>` value. Only available when :ref:`fog_mode<class_Environment_property_fog_mode>` is set to :ref:`FOG_MODE_DEPTH<class_Environment_constant_FOG_MODE_DEPTH>`.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Si es ``true``, se habilitan los efectos de niebla.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The height at which the height fog effect begins.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El color de la niebla.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The fog's brightness. Higher values result in brighter fog.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El modo de niebla.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The factor to use when affecting the sky with non-volumetric fog. ``1.0`` means that fog can fully obscure the sky. Lower values reduce the impact of fog on sky rendering, with ``0.0`` not affecting sky rendering at all.
|
|
|
|
\ **Note:** :ref:`fog_sky_affect<class_Environment_property_fog_sky_affect>` has no visual effect if :ref:`fog_aerial_perspective<class_Environment_property_fog_aerial_perspective>` is ``1.0``.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
If set above ``0.0``, renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La intensidad del bloom. Si se ajusta a un valor superior a ``0``, esto hará que el brillo sea visible en áreas más oscuras que el :ref:`glow_hdr_threshold<class_Environment_property_glow_hdr_threshold>`.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El umbral más alto del brillo del HDR. Las áreas más brillantes que este umbral serán fijadas para el efecto de brillo.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The lower threshold of the HDR glow. When using the Mobile rendering method (which only supports a lower dynamic range up to ``2.0``), this may need to be below ``1.0`` for glow to be visible. A value of ``0.9`` works well in this case. This value also needs to be decreased below ``1.0`` when using glow in 2D, as 2D rendering is performed in 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|
|
|
|
|
The intensity of the 1st level of glow. This is the most "local" level (least blurry).
|
|
|
|
\ **Note:** :ref:`glow_levels/1<class_Environment_property_glow_levels/1>` 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_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|
|
|
|
|
The intensity of the 2nd level of glow.
|
|
|
|
\ **Note:** :ref:`glow_levels/2<class_Environment_property_glow_levels/2>` 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_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|
|
|
|
|
The intensity of the 3rd level of glow.
|
|
|
|
\ **Note:** :ref:`glow_levels/3<class_Environment_property_glow_levels/3>` 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_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|
|
|
|
|
The intensity of the 4th level of glow.
|
|
|
|
\ **Note:** :ref:`glow_levels/4<class_Environment_property_glow_levels/4>` 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_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|
|
|
|
|
The intensity of the 5th level of glow.
|
|
|
|
\ **Note:** :ref:`glow_levels/5<class_Environment_property_glow_levels/5>` 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_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|
|
|
|
|
The intensity of the 6th level of glow.
|
|
|
|
\ **Note:** :ref:`glow_levels/6<class_Environment_property_glow_levels/6>` 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_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|
|
|
|
|
The intensity of the 7th level of glow. This is the most "global" level (blurriest).
|
|
|
|
\ **Note:** :ref:`glow_levels/7<class_Environment_property_glow_levels/7>` 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_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**\ (\ )
|
|
|
|
The texture that should be used as a glow map to *multiply* the resulting glow color according to :ref:`glow_map_strength<class_Environment_property_glow_map_strength>`. This can be used to create a "lens dirt" effect. The texture's RGB color channels are used for modulation, but the alpha channel is ignored.
|
|
|
|
\ **Note:** The texture will be stretched to fit the screen. Therefore, it's recommended to use a texture with an aspect ratio that matches your project's base aspect ratio (typically 16:9).
|
|
|
|
\ **Note:** :ref:`glow_map<class_Environment_property_glow_map>` 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_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**\ (\ )
|
|
|
|
How strong of an influence the :ref:`glow_map<class_Environment_property_glow_map>` should have on the overall glow effect. A strength of ``0.0`` means the glow map has no influence, while a strength of ``1.0`` means the glow map has full influence.
|
|
|
|
\ **Note:** If the glow map has black areas, a value of ``1.0`` can also turn off the glow effect entirely in specific areas of the screen.
|
|
|
|
\ **Note:** :ref:`glow_map_strength<class_Environment_property_glow_map_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_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**\ (\ )
|
|
|
|
When using the :ref:`GLOW_BLEND_MODE_MIX<class_Environment_constant_GLOW_BLEND_MODE_MIX>` :ref:`glow_blend_mode<class_Environment_property_glow_blend_mode>`, this controls how much the source image is blended with the glow layer. A value of ``0.0`` makes the glow rendering invisible, while a value of ``1.0`` is equivalent to :ref:`GLOW_BLEND_MODE_REPLACE<class_Environment_constant_GLOW_BLEND_MODE_REPLACE>`.
|
|
|
|
\ **Note:** :ref:`glow_mix<class_Environment_property_glow_mix>` 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_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**\ (\ )
|
|
|
|
If ``true``, glow levels will be normalized so that summed together their intensities equal ``1.0``.
|
|
|
|
\ **Note:** :ref:`glow_normalized<class_Environment_property_glow_normalized>` 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_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**\ (\ )
|
|
|
|
La fuente de luz reflejada (especular).
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The energy multiplier applied to light every time it bounces from a surface when using SDFGI. Values greater than ``0.0`` will simulate multiple bounces, resulting in a more realistic appearance. Increasing :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>` generally has no performance impact. See also :ref:`sdfgi_energy<class_Environment_property_sdfgi_energy>`.
|
|
|
|
\ **Note:** Values greater than ``0.5`` can cause infinite feedback loops and should be avoided in scenes with bright materials.
|
|
|
|
\ **Note:** If :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>` is ``0.0``, indirect lighting will not be represented in reflections as light will only bounce one time.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
**Nota:** Esta propiedad está enlazada a :ref:`sdfgi_min_cell_size<class_Environment_property_sdfgi_min_cell_size>` y a :ref:`sdfgi_max_distance<class_Environment_property_sdfgi_max_distance>`. Cambiar su valor cambiará automáticamente también esas propiedades.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, :ref:`sdfgi_cascades<class_Environment_property_sdfgi_cascades>` can often be decreased between ``1`` and ``4`` to improve performance.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
If ``true``, enables signed distance field global illumination for meshes that have their :ref:`GeometryInstance3D.gi_mode<class_GeometryInstance3D_property_gi_mode>` set to :ref:`GeometryInstance3D.GI_MODE_STATIC<class_GeometryInstance3D_constant_GI_MODE_STATIC>`. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not.
|
|
|
|
\ **Note:** SDFGI is only supported in the Forward+ rendering method, not Mobile or Compatibility.
|
|
|
|
\ **Performance:** SDFGI is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider :ref:`LightmapGI<class_LightmapGI>` instead). To improve SDFGI performance, enable :ref:`ProjectSettings.rendering/global_illumination/gi/use_half_resolution<class_ProjectSettings_property_rendering/global_illumination/gi/use_half_resolution>` in the Project Settings.
|
|
|
|
\ **Note:** Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El multiplicador de energía que se utiliza para SDFGI. Los valores más altos darán como resultado una iluminación indirecta y reflejos más brillantes. Véase también :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**\ (\ )
|
|
|
|
La distancia máxima a la que SDFGI es visible. Más allá de esta distancia, se utilizará la iluminación del entorno u otras fuentes de GI como :ref:`ReflectionProbe<class_ReflectionProbe>` como alternativa.
|
|
|
|
\ **Nota:** Esta propiedad está enlazada a :ref:`sdfgi_min_cell_size<class_Environment_property_sdfgi_min_cell_size>` y a :ref:`sdfgi_cascade0_distance<class_Environment_property_sdfgi_cascade0_distance>`. Cambiar su valor cambiará automáticamente también esas propiedades.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El tamaño de celda que se utilizará para la cascada SDFGI más cercana (en unidades 3D). Los valores más bajos permiten que SDFGI sea más preciso de cerca, a costa de hacer que las actualizaciones de SDFGI sean más exigentes. Esto puede causar tartamudeo cuando la cámara se mueve rápidamente. Los valores más altos permiten que SDFGI cubra más terreno, al tiempo que reducen el impacto en el rendimiento de las actualizaciones de SDFGI.
|
|
|
|
\ **Nota:** Esta propiedad está enlazada a :ref:`sdfgi_max_distance<class_Environment_property_sdfgi_max_distance>` y a :ref:`sdfgi_cascade0_distance<class_Environment_property_sdfgi_cascade0_distance>`. Cambiar su valor cambiará automáticamente también esas propiedades.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El sesgo normal que se utilizará para las sondas SDFGI. Aumentar este valor puede reducir los artefactos de rayado visibles en superficies inclinadas, a costa de una mayor fuga de luz.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El sesgo constante que se utilizará para las sondas SDFGI. Aumentar este valor puede reducir los artefactos de rayado visibles en superficies inclinadas, a costa de una mayor fuga de luz.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Si es ``true``, SDFGI tiene en cuenta la iluminación del entorno. Esto debería establecerse en ``false`` para escenas de interior.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Si es ``true``, SDFGI utiliza un enfoque de detección de oclusión para reducir las fugas de luz. Sin embargo, la oclusión puede introducir manchas oscuras en ciertos puntos, lo que puede ser indeseable en escenas principalmente exteriores. :ref:`sdfgi_use_occlusion<class_Environment_property_sdfgi_use_occlusion>` tiene un impacto en el rendimiento y solo debe habilitarse cuando sea necesario.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La escala Y a utilizar para las celdas SDFGI. Los valores más bajos harán que las celdas SDFGI se empaqueten más juntas en el eje Y. Esto se utiliza para equilibrar la calidad y la cobertura de una gran cantidad de terreno vertical. :ref:`sdfgi_y_scale<class_Environment_property_sdfgi_y_scale>` debe establecerse dependiendo de lo vertical que sea tu escena (y de lo rápido que tu cámara pueda moverse en el eje Y).
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El recurso :ref:`Sky<class_Sky>` utilizado para este **Environment**.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Si se establece en un valor mayor que ``0.0``, anula el campo de visión a utilizar para el renderizado del cielo. Si se establece en ``0.0``, se utiliza el mismo FOV que el :ref:`Camera3D<class_Camera3D>` actual para el renderizado del cielo.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La rotación a utilizar para el renderizado del cielo.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La intensidad de la oclusión ambiental del espacio de pantalla en los materiales que tienen una textura de AO definida. Los valores superiores a ``0`` harán visible el efecto SSAO en las áreas oscurecidas por las texturas de AO.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Establece la fuerza del nivel de detalle adicional para el efecto de oclusión ambiental del espacio de la pantalla. Un valor alto hace que el pase de detalle sea más prominente, pero puede contribuir al aliasing en tu imagen final.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El umbral para considerar si un punto dado en una superficie está ocluido o no, representado como un ángulo desde el horizonte mapeado en el rango ``0.0-1.0``. Un valor de ``1.0`` resulta en ninguna oclusión.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La intensidad primaria de la oclusión ambiental en el espacio de la pantalla. Actúa como un multiplicador para el efecto de oclusión ambiental en el espacio de la pantalla. Un valor más alto resulta en una oclusión más oscura.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La intensidad de la oclusión ambiental del espacio de la pantalla en luz directa. En la vida real, la oclusión ambiental sólo se aplica a la luz indirecta, lo que significa que sus efectos no se pueden ver con luz directa. Los valores superiores a ``0`` harán que el efecto SSAO sea visible en luz directa.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La distribución de la oclusión. Un valor más alto resulta en una oclusión más oscura, similar a :ref:`ssao_intensity<class_Environment_property_ssao_intensity>`, pero con una caída más pronunciada.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La distancia a la que los objetos pueden ocluirse entre sí al calcular la oclusión ambiental del espacio de la pantalla. Los valores más altos darán como resultado una oclusión en una distancia mayor, a costa del rendimiento y la calidad.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La cantidad que se permite que el efecto de oclusión ambiental del espacio de la pantalla se difumine sobre los bordes de los objetos. Si se establece un valor demasiado alto, se producirá aliasing alrededor de los bordes de los objetos. Si se establece un valor demasiado bajo, los bordes de los objetos aparecerán borrosos.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Si es ``true``, el efecto de iluminación indirecta en el espacio de la pantalla está activado. La iluminación indirecta en el espacio de la pantalla es una forma de iluminación indirecta que permite que la luz difusa rebote entre los objetos cercanos. La iluminación indirecta en el espacio de la pantalla funciona de forma muy similar a la oclusión ambiental en el espacio de la pantalla, ya que solo afecta a un rango limitado. Está pensada para ser utilizada junto con una forma de iluminación global adecuada como SDFGI o :ref:`VoxelGI<class_VoxelGI>`. La iluminación indirecta del espacio de la pantalla no se ve afectada por la :ref:`Light3D.light_indirect_energy<class_Light3D_property_light_indirect_energy>` de la luz individual.
|
|
|
|
\ **Nota:** SSIL solo se soporta en el método de renderizado Forward+, no en Mobile o 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**\ (\ )
|
|
|
|
El multiplicador de brillo para el efecto de iluminación indirecta en el espacio de la pantalla. Un valor más alto resultará en una luz más brillante.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Cantidad de rechazo normal utilizada al calcular la iluminación indirecta en el espacio de la pantalla. El rechazo normal utiliza la normal de un punto de muestra dado para rechazar las muestras que están orientadas en dirección opuesta al píxel actual. El rechazo normal es necesario para evitar fugas de luz cuando solo se ilumina un lado de un objeto. Sin embargo, el rechazo normal se puede desactivar si se desea la fuga de luz, como cuando la escena contiene principalmente objetos emisores que emiten luz desde caras que no se pueden ver desde la cámara.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La distancia que puede viajar la iluminación rebotada cuando se utiliza el efecto de iluminación indirecta del espacio de la pantalla. Un valor mayor hará que la luz rebote más lejos en una escena, pero puede resultar en artefactos de submuestreo que parecen picos largos que rodean las fuentes de luz.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La cantidad que se permite que el efecto de iluminación indirecta del espacio de la pantalla se difumine sobre los bordes de los objetos. Si se establece un valor demasiado alto, se producirá aliasing alrededor de los bordes de los objetos. Si se establece un valor demasiado bajo, los bordes de los objetos aparecerán borrosos.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La tolerancia de profundidad para los reflejos del espacio de la pantalla.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection. Only positive values are valid (negative values will be clamped to ``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**\ (\ )
|
|
|
|
La distancia de atenuación para los reflejos del espacio de la pantalla. Afecta al área desde el reflejo del espacio de la pantalla hasta el reflejo "global". Solo son válidos los valores positivos (los valores negativos se limitarán a ``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**\ (\ )
|
|
|
|
El número máximo de pasos para los reflejos en el espacio de la pantalla. Los valores más altos son más lentos.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Ajusta el brillo de los valores antes de que se proporcionen al mapeador de tonos.Los valores más altos de :ref:`tonemap_exposure<class_Environment_property_tonemap_exposure>` dan como resultado una imagen más brillante. Véase también :ref:`tonemap_white<class_Environment_property_tonemap_white>`.
|
|
|
|
\ **Nota:** Los valores proporcionados al mapeador de tonos también se multiplicarán por ``2.0`` y ``1.8`` para :ref:`TONE_MAPPER_FILMIC<class_Environment_constant_TONE_MAPPER_FILMIC>` y :ref:`TONE_MAPPER_ACES<class_Environment_constant_TONE_MAPPER_ACES>` respectivamente para producir un brillo aparente similar al de :ref:`TONE_MAPPER_LINEAR<class_Environment_constant_TONE_MAPPER_LINEAR>`.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El modo de mapeo de tonos a utilizar. El mapeo de tonos es el proceso que "convierte" los valores HDR para que sean adecuados para su representación en una pantalla LDR (Godot todavía no soporta el renderizado en pantallas HDR).
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El :ref:`Color<class_Color>` de la niebla volumétrica cuando interactúa con las luces. La niebla y la neblina tienen un albedo cercano a ``Color(1, 1, 1, 1)`` mientras que el humo tiene un albedo más oscuro.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Escala la fuerza de la luz ambiental utilizada en la niebla volumétrica. Un valor de ``0.0`` significa que la luz ambiental no afectará a la niebla volumétrica. :ref:`volumetric_fog_ambient_inject<class_Environment_property_volumetric_fog_ambient_inject>` tiene un pequeño coste de rendimiento cuando se establece por encima de ``0.0``.
|
|
|
|
\ **Nota:** Esto no tiene ningún efecto visible si :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` es ``0.0`` o si :ref:`volumetric_fog_albedo<class_Environment_property_volumetric_fog_albedo>` es un color completamente negro.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La dirección de la luz dispersa a medida que atraviesa la niebla volumétrica. Un valor cercano a ``1.0`` significa que casi toda la luz se dispersa hacia adelante. Un valor cercano a ``0.0`` significa que la luz se dispersa por igual en todas las direcciones. Un valor cercano a ``-1.0`` significa que la luz se dispersa principalmente hacia atrás. La niebla y la bruma dispersan la luz ligeramente hacia adelante, mientras que el humo dispersa la luz por igual en todas las direcciones.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
The base *exponential* density of the volumetric fog. Set this to the lowest density you want to have globally. :ref:`FogVolume<class_FogVolume>`\ s can be used to add to or subtract from this density in specific areas. Fog rendering is exponential as in real life.
|
|
|
|
A value of ``0.0`` disables global volumetric fog while allowing :ref:`FogVolume<class_FogVolume>`\ s to display volumetric fog in specific areas.
|
|
|
|
To make volumetric fog work as a volumetric *lighting* solution, set :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` to the lowest non-zero value (``0.0001``) then increase lights' :ref:`Light3D.light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` to values between ``10000`` and ``100000`` to compensate for the very low density.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La distribución del tamaño a lo largo del búfer de fróxeles. Un valor más alto comprime los fróxeles más cerca de la cámara y coloca más detalles más cerca de la cámara.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La luz emitida por la niebla volumétrica. Incluso con la emisión, la niebla volumétrica no proyectará luz sobre otras superficies. La emisión es útil para establecer un color ambiental. Como el efecto de niebla volumétrica utiliza sólo la dispersión simple, la niebla tiende a necesitar un poco de emisión para suavizar las sombras duras.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
El brillo de la luz emitida por la niebla volumétrica.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Activa el efecto de niebla volumétrica. La niebla volumétrica utiliza un búfer de fróxeles alineado con la pantalla para calcular la dispersión volumétrica precisa en el rango corto a medio. La niebla volumétrica interactúa con los :ref:`FogVolume<class_FogVolume>`\ s y las luces para calcular la niebla localizada y global. La niebla volumétrica utiliza un modelo de dispersión única PBR basado en la extinción, la dispersión y la emisión, que expone a los usuarios como densidad, albedo y emisión.
|
|
|
|
\ **Nota:** La niebla volumétrica solo es compatible con el método de renderizado Forward+, no con Mobile o Compatibility.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Escala la fuerza de la Iluminación Global utilizada en el color albedo de la niebla volumétrica. Un valor de ``0.0`` significa que la Iluminación Global no afectará a la niebla volumétrica. :ref:`volumetric_fog_gi_inject<class_Environment_property_volumetric_fog_gi_inject>` tiene un pequeño coste de rendimiento cuando se establece por encima de ``0.0``.
|
|
|
|
\ **Nota:** Esto no tiene ningún efecto visible si :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` es ``0.0`` o si :ref:`volumetric_fog_albedo<class_Environment_property_volumetric_fog_albedo>` es un color completamente negro.
|
|
|
|
\ **Nota:** Solo :ref:`VoxelGI<class_VoxelGI>` y SDFGI (:ref:`sdfgi_enabled<class_Environment_property_sdfgi_enabled>`) se tienen en cuenta al usar :ref:`volumetric_fog_gi_inject<class_Environment_property_volumetric_fog_gi_inject>`. La iluminación global de :ref:`LightmapGI<class_LightmapGI>`, :ref:`ReflectionProbe<class_ReflectionProbe>` y SSIL (ver :ref:`ssil_enabled<class_Environment_property_ssil_enabled>`) será ignorada por la niebla volumétrica.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
La distancia sobre la que se calcula la niebla volumétrica. Aumenta para calcular la niebla en un rango mayor, disminuye para añadir más detalle cuando no se necesita un rango largo. Para obtener la mejor calidad de niebla, mantenlo lo más bajo posible. Véase también :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**\ (\ )
|
|
|
|
El factor a utilizar al afectar el cielo con la niebla volumétrica. ``1.0`` significa que la niebla volumétrica puede oscurecer completamente el cielo. Los valores más bajos reducen el impacto de la niebla volumétrica en el renderizado del cielo, y ``0.0`` no afecta en absoluto al renderizado del cielo.
|
|
|
|
\ **Nota:** :ref:`volumetric_fog_sky_affect<class_Environment_property_volumetric_fog_sky_affect>` también afecta a los :ref:`FogVolume<class_FogVolume>`\ s, incluso si :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` es ``0.0``. Si notas que los :ref:`FogVolume<class_FogVolume>`\ s desaparecen al mirar hacia el cielo, establece :ref:`volumetric_fog_sky_affect<class_Environment_property_volumetric_fog_sky_affect>` a ``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**\ (\ )
|
|
|
|
The amount by which to blend the last frame with the current frame. A higher number results in smoother volumetric fog, but makes "ghosting" much worse. A lower value reduces ghosting but can result in the per-frame temporal jitter becoming visible.
|
|
|
|
.. 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**\ (\ )
|
|
|
|
Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal; however, it leads to moving :ref:`FogVolume<class_FogVolume>`\ s and :ref:`Light3D<class_Light3D>`\ s "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving :ref:`FogVolume<class_FogVolume>`\ s or :ref:`Light3D<class_Light3D>`\ s too fast. Short-lived dynamic lighting effects should have :ref:`Light3D.light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` set to ``0.0`` to avoid ghosting.
|
|
|
|
.. rst-class:: classref-section-separator
|
|
|
|
----
|
|
|
|
.. rst-class:: classref-descriptions-group
|
|
|
|
Descripciones de Métodos
|
|
------------------------------------------------
|
|
|
|
.. _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>`
|
|
|
|
Devuelve la intensidad del nivel de brillo ``idx``.
|
|
|
|
.. 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>`
|
|
|
|
Establece la intensidad del nivel de brillo ``idx``. Un valor superior a ``0.0`` activa el nivel. Cada nivel se basa en el nivel anterior. Esto significa que habilitar niveles de brillo más altos ralentizará el procesamiento del efecto de brillo, incluso si los niveles anteriores no están habilitados.
|
|
|
|
.. |virtual| replace:: :abbr:`virtual (Normalmente, este método debería ser sobreescrito por el usuario para que tenga algún efecto.)`
|
|
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
|
|
.. |const| replace:: :abbr:`const (Este método no tiene efectos secundarios. No modifica ninguna de las variables miembro de la instancia.)`
|
|
.. |vararg| replace:: :abbr:`vararg (Este método permite agregar cualquier número de argumentos después de los descritos aquí.)`
|
|
.. |constructor| replace:: :abbr:`constructor (Este método se utiliza para construir un tipo.)`
|
|
.. |static| replace:: :abbr:`static (Este método no necesita una instancia para ser llamado, por lo que puede llamarse directamente utilizando el nombre de la clase.)`
|
|
.. |operator| replace:: :abbr:`operator (Este método describe un operador válido para usar con este tipo como operando izquierdo.)`
|
|
.. |bitfield| replace:: :abbr:`BitField (Este valor es un entero compuesto como una máscara de bits de las siguientes banderas.)`
|
|
.. |void| replace:: :abbr:`void (Sin valor de retorno.)`
|