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godot-docs-l10n/classes/es/class_environment.rst
Rémi Verschelde cf78697eea Add localized class reference as pre-generated RST files
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Environment.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_Environment:
Environment
===========
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
Recurso para nodos del entorno (como :ref:`WorldEnvironment<class_WorldEnvironment>`) que definen múltiples opciones de renderización.
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
- Glow
- Tonemap (Auto Exposure)
- Adjustments
These effects will only apply when the :ref:`Viewport<class_Viewport>`'s intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with :ref:`ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation<class_ProjectSettings_property_rendering/quality/intended_usage/framebuffer_allocation>`, or for specific Viewports via the :ref:`Viewport.usage<class_Viewport_property_usage>` property.
Tutoriales
--------------------
- :doc:`Environment and post-processing <../tutorials/3d/environment_and_post_processing>`
- :doc:`Light transport in game engines <../tutorials/3d/high_dynamic_range>`
- `3D Material Testers Demo <https://godotengine.org/asset-library/asset/123>`__
- `2D HDR Demo <https://godotengine.org/asset-library/asset/110>`__
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
Propiedades
----------------------
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :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:`bool<class_bool>` | :ref:`auto_exposure_enabled<class_Environment_property_auto_exposure_enabled>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`auto_exposure_max_luma<class_Environment_property_auto_exposure_max_luma>` | ``8.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`auto_exposure_min_luma<class_Environment_property_auto_exposure_min_luma>` | ``0.05`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`auto_exposure_scale<class_Environment_property_auto_exposure_scale>` | ``0.4`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`auto_exposure_speed<class_Environment_property_auto_exposure_speed>` | ``0.5`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :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<class_Environment_property_background_energy>` | ``1.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`BGMode<enum_Environment_BGMode>` | :ref:`background_mode<class_Environment_property_background_mode>` | ``0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`Sky<class_Sky>` | :ref:`background_sky<class_Environment_property_background_sky>` | |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`background_sky_custom_fov<class_Environment_property_background_sky_custom_fov>` | ``0.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`Basis<class_Basis>` | :ref:`background_sky_orientation<class_Environment_property_background_sky_orientation>` | ``Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`background_sky_rotation<class_Environment_property_background_sky_rotation>` | ``Vector3( 0, 0, 0 )`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`background_sky_rotation_degrees<class_Environment_property_background_sky_rotation_degrees>` | ``Vector3( 0, 0, 0 )`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`dof_blur_far_amount<class_Environment_property_dof_blur_far_amount>` | ``0.1`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`dof_blur_far_distance<class_Environment_property_dof_blur_far_distance>` | ``10.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`dof_blur_far_enabled<class_Environment_property_dof_blur_far_enabled>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`DOFBlurQuality<enum_Environment_DOFBlurQuality>` | :ref:`dof_blur_far_quality<class_Environment_property_dof_blur_far_quality>` | ``1`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`dof_blur_far_transition<class_Environment_property_dof_blur_far_transition>` | ``5.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`dof_blur_near_amount<class_Environment_property_dof_blur_near_amount>` | ``0.1`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`dof_blur_near_distance<class_Environment_property_dof_blur_near_distance>` | ``2.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`dof_blur_near_enabled<class_Environment_property_dof_blur_near_enabled>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`DOFBlurQuality<enum_Environment_DOFBlurQuality>` | :ref:`dof_blur_near_quality<class_Environment_property_dof_blur_near_quality>` | ``1`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`dof_blur_near_transition<class_Environment_property_dof_blur_near_transition>` | ``1.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`Color<class_Color>` | :ref:`fog_color<class_Environment_property_fog_color>` | ``Color( 0.5, 0.6, 0.7, 1 )`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :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:`bool<class_bool>` | :ref:`fog_depth_enabled<class_Environment_property_fog_depth_enabled>` | ``true`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :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_curve<class_Environment_property_fog_height_curve>` | ``1.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`fog_height_enabled<class_Environment_property_fog_height_enabled>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`fog_height_max<class_Environment_property_fog_height_max>` | ``0.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`fog_height_min<class_Environment_property_fog_height_min>` | ``10.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`fog_sun_amount<class_Environment_property_fog_sun_amount>` | ``0.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`Color<class_Color>` | :ref:`fog_sun_color<class_Environment_property_fog_sun_color>` | ``Color( 1, 0.9, 0.7, 1 )`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`fog_transmit_curve<class_Environment_property_fog_transmit_curve>` | ``1.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`fog_transmit_enabled<class_Environment_property_fog_transmit_enabled>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`glow_bicubic_upscale<class_Environment_property_glow_bicubic_upscale>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` | :ref:`glow_blend_mode<class_Environment_property_glow_blend_mode>` | ``2`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :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:`bool<class_bool>` | :ref:`glow_high_quality<class_Environment_property_glow_high_quality>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`glow_intensity<class_Environment_property_glow_intensity>` | ``0.8`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`glow_levels/1<class_Environment_property_glow_levels/1>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`glow_levels/2<class_Environment_property_glow_levels/2>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`glow_levels/3<class_Environment_property_glow_levels/3>` | ``true`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`glow_levels/4<class_Environment_property_glow_levels/4>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`glow_levels/5<class_Environment_property_glow_levels/5>` | ``true`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`glow_levels/6<class_Environment_property_glow_levels/6>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`glow_levels/7<class_Environment_property_glow_levels/7>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`glow_strength<class_Environment_property_glow_strength>` | ``1.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ss_reflections_depth_tolerance<class_Environment_property_ss_reflections_depth_tolerance>` | ``0.2`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`ss_reflections_enabled<class_Environment_property_ss_reflections_enabled>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ss_reflections_fade_in<class_Environment_property_ss_reflections_fade_in>` | ``0.15`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ss_reflections_fade_out<class_Environment_property_ss_reflections_fade_out>` | ``2.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`int<class_int>` | :ref:`ss_reflections_max_steps<class_Environment_property_ss_reflections_max_steps>` | ``64`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`ss_reflections_roughness<class_Environment_property_ss_reflections_roughness>` | ``true`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ssao_ao_channel_affect<class_Environment_property_ssao_ao_channel_affect>` | ``0.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ssao_bias<class_Environment_property_ssao_bias>` | ``0.01`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`SSAOBlur<enum_Environment_SSAOBlur>` | :ref:`ssao_blur<class_Environment_property_ssao_blur>` | ``3`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`Color<class_Color>` | :ref:`ssao_color<class_Environment_property_ssao_color>` | ``Color( 0, 0, 0, 1 )`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ssao_edge_sharpness<class_Environment_property_ssao_edge_sharpness>` | ``4.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`bool<class_bool>` | :ref:`ssao_enabled<class_Environment_property_ssao_enabled>` | ``false`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ssao_intensity<class_Environment_property_ssao_intensity>` | ``1.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ssao_intensity2<class_Environment_property_ssao_intensity2>` | ``1.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ssao_light_affect<class_Environment_property_ssao_light_affect>` | ``0.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`SSAOQuality<enum_Environment_SSAOQuality>` | :ref:`ssao_quality<class_Environment_property_ssao_quality>` | ``1`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ssao_radius<class_Environment_property_ssao_radius>` | ``1.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :ref:`float<class_float>` | :ref:`ssao_radius2<class_Environment_property_ssao_radius2>` | ``0.0`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
| :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`` |
+--------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------------------------+
Métodos
--------------
+-------------------------+---------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_glow_level_enabled<class_Environment_method_is_glow_level_enabled>` **(** :ref:`int<class_int>` idx **)** |const| |
+-------------------------+---------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_glow_level<class_Environment_method_set_glow_level>` **(** :ref:`int<class_int>` idx, :ref:`bool<class_bool>` enabled **)** |
+-------------------------+---------------------------------------------------------------------------------------------------------------------------------------+
Enumeraciones
--------------------------
.. _enum_Environment_BGMode:
.. _class_Environment_constant_BG_KEEP:
.. _class_Environment_constant_BG_CLEAR_COLOR:
.. _class_Environment_constant_BG_COLOR:
.. _class_Environment_constant_BG_SKY:
.. _class_Environment_constant_BG_COLOR_SKY:
.. _class_Environment_constant_BG_CANVAS:
.. _class_Environment_constant_BG_CAMERA_FEED:
.. _class_Environment_constant_BG_MAX:
enum **BGMode**:
- **BG_KEEP** = **5** --- Mantiene en pantalla cada píxel dibujado en el fondo. Este es el modo de fondo más rápido, pero sólo puede ser usado con seguridad en escenas de interior (sin reflejos visibles en el cielo o en el cielo). Si se activa en una escena en la que el fondo es visible, los artefactos de "rastro fantasma" serán visibles al mover la cámara.
- **BG_CLEAR_COLOR** = **0** --- Borra el fondo usando el color claro definido en :ref:`ProjectSettings.rendering/environment/default_clear_color<class_ProjectSettings_property_rendering/environment/default_clear_color>`.
- **BG_COLOR** = **1** --- Despeja el fondo usando un color claro personalizado.
- **BG_SKY** = **2** --- Muestra un cielo definido por el usuario en el fondo.
- **BG_COLOR_SKY** = **3** --- Clears the background using a custom clear color and allows defining a sky for shading and reflection. This mode is slightly faster than :ref:`BG_SKY<class_Environment_constant_BG_SKY>` and should be preferred in scenes where reflections can be visible, but the sky itself never is (e.g. top-down camera).
- **BG_CANVAS** = **4** --- Muestra una :ref:`CanvasLayer<class_CanvasLayer>` en el fondo.
- **BG_CAMERA_FEED** = **6** --- Muestra un feed de una cámara en el fondo.
- **BG_MAX** = **7** --- Representa el tamaño del enum :ref:`BGMode<enum_Environment_BGMode>`.
----
.. _enum_Environment_GlowBlendMode:
.. _class_Environment_constant_GLOW_BLEND_MODE_ADDITIVE:
.. _class_Environment_constant_GLOW_BLEND_MODE_SCREEN:
.. _class_Environment_constant_GLOW_BLEND_MODE_SOFTLIGHT:
.. _class_Environment_constant_GLOW_BLEND_MODE_REPLACE:
enum **GlowBlendMode**:
- **GLOW_BLEND_MODE_ADDITIVE** = **0** --- Modo de mezcla de brillo aditivo. Se utiliza principalmente para partículas, brillos (florecimiento), destellos de lentes, fuentes brillantes.
- **GLOW_BLEND_MODE_SCREEN** = **1** --- Modo de mezcla de brillo de pantalla. Aumenta el brillo, se usa frecuentemente con el bloom.
- **GLOW_BLEND_MODE_SOFTLIGHT** = **2** --- Modo de mezcla de brillo de luz suave. Modifica el contraste, expone sombras y luces (bloom vivo).
- **GLOW_BLEND_MODE_REPLACE** = **3** --- Reemplazar el modo de mezcla de brillo. Reemplaza el color de todos los píxeles por el valor de brillo. Puede utilizarse para simular un efecto de desenfoque en pantalla completa ajustando los parámetros de brillo para que coincidan con el brillo de la imagen original.
----
.. _enum_Environment_ToneMapper:
.. _class_Environment_constant_TONE_MAPPER_LINEAR:
.. _class_Environment_constant_TONE_MAPPER_REINHARDT:
.. _class_Environment_constant_TONE_MAPPER_FILMIC:
.. _class_Environment_constant_TONE_MAPPER_ACES:
.. _class_Environment_constant_TONE_MAPPER_ACES_FITTED:
enum **ToneMapper**:
- **TONE_MAPPER_LINEAR** = **0** --- Operador lineal de mapas de tonos. Lee los datos lineales y los transmite sin modificar.
- **TONE_MAPPER_REINHARDT** = **1** --- Operador de mapeado de tonos Reinhardt. Realiza una variación de los colores de los píxeles renderizados por esta fórmula: ``color = color / (1 + color)``.
- **TONE_MAPPER_FILMIC** = **2** --- Operador de mazos fílmicos.
- **TONE_MAPPER_ACES** = **3** --- Academy Color Encoding System tonemapper operator. Performs an aproximation of the ACES tonemapping curve.
- **TONE_MAPPER_ACES_FITTED** = **4** --- High quality Academy Color Encoding System tonemapper operator that matches the industry standard. Performs a more physically accurate curve fit which better simulates how light works in the real world. The color of lights and emissive materials will become lighter as the emissive energy increases, and will eventually become white if the light is bright enough to saturate the camera sensor.
----
.. _enum_Environment_DOFBlurQuality:
.. _class_Environment_constant_DOF_BLUR_QUALITY_LOW:
.. _class_Environment_constant_DOF_BLUR_QUALITY_MEDIUM:
.. _class_Environment_constant_DOF_BLUR_QUALITY_HIGH:
enum **DOFBlurQuality**:
- **DOF_BLUR_QUALITY_LOW** = **0** --- Low depth-of-field blur quality (fastest).
- **DOF_BLUR_QUALITY_MEDIUM** = **1** --- Medium depth-of-field blur quality.
- **DOF_BLUR_QUALITY_HIGH** = **2** --- High depth-of-field blur quality (slowest).
----
.. _enum_Environment_SSAOBlur:
.. _class_Environment_constant_SSAO_BLUR_DISABLED:
.. _class_Environment_constant_SSAO_BLUR_1x1:
.. _class_Environment_constant_SSAO_BLUR_2x2:
.. _class_Environment_constant_SSAO_BLUR_3x3:
enum **SSAOBlur**:
- **SSAO_BLUR_DISABLED** = **0** --- No hay desenfoque para el efecto de oclusión ambiental del espacio de la pantalla (más rápido).
- **SSAO_BLUR_1x1** = **1** --- Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la pantalla.
- **SSAO_BLUR_2x2** = **2** --- Desenfoque de 2×2 para el efecto de oclusión ambiental del espacio de la pantalla.
- **SSAO_BLUR_3x3** = **3** --- 3×3 blur for the screen-space ambient occlusion effect (slowest).
----
.. _enum_Environment_SSAOQuality:
.. _class_Environment_constant_SSAO_QUALITY_LOW:
.. _class_Environment_constant_SSAO_QUALITY_MEDIUM:
.. _class_Environment_constant_SSAO_QUALITY_HIGH:
enum **SSAOQuality**:
- **SSAO_QUALITY_LOW** = **0** --- Low quality for the screen-space ambient occlusion effect (fastest).
- **SSAO_QUALITY_MEDIUM** = **1** --- Low quality for the screen-space ambient occlusion effect.
- **SSAO_QUALITY_HIGH** = **2** --- Low quality for the screen-space ambient occlusion effect (slowest).
Descripciones de Propiedades
--------------------------------------------------------
.. _class_Environment_property_adjustment_brightness:
- :ref:`float<class_float>` **adjustment_brightness**
+-----------+----------------------------------+
| *Default* | ``1.0`` |
+-----------+----------------------------------+
| *Setter* | set_adjustment_brightness(value) |
+-----------+----------------------------------+
| *Getter* | get_adjustment_brightness() |
+-----------+----------------------------------+
El valor de brillo global de la escena renderizada. Efectivo sólo si ``adjustment_enabled`` es ``true``.
----
.. _class_Environment_property_adjustment_color_correction:
- :ref:`Texture<class_Texture>` **adjustment_color_correction**
+----------+----------------------------------------+
| *Setter* | set_adjustment_color_correction(value) |
+----------+----------------------------------------+
| *Getter* | get_adjustment_color_correction() |
+----------+----------------------------------------+
Applies the provided :ref:`Texture<class_Texture>` resource to affect the global color aspect of the rendered scene. Effective only if ``adjustment_enabled`` is ``true``.
----
.. _class_Environment_property_adjustment_contrast:
- :ref:`float<class_float>` **adjustment_contrast**
+-----------+--------------------------------+
| *Default* | ``1.0`` |
+-----------+--------------------------------+
| *Setter* | set_adjustment_contrast(value) |
+-----------+--------------------------------+
| *Getter* | get_adjustment_contrast() |
+-----------+--------------------------------+
El valor de contraste global de la escena renderizada (el valor por defecto es 1). Efectivo sólo si ``adjustment_enabled`` es ``true``.
----
.. _class_Environment_property_adjustment_enabled:
- :ref:`bool<class_bool>` **adjustment_enabled**
+-----------+------------------------------+
| *Default* | ``false`` |
+-----------+------------------------------+
| *Setter* | set_adjustment_enable(value) |
+-----------+------------------------------+
| *Getter* | is_adjustment_enabled() |
+-----------+------------------------------+
Si ``true``, activa las propiedades ``adjustment_*`` proporcionadas por este recurso. Si ``false``, las modificaciones de las propiedades de ``adjustment_*`` no tendrán ningún efecto en la escena renderizada.
----
.. _class_Environment_property_adjustment_saturation:
- :ref:`float<class_float>` **adjustment_saturation**
+-----------+----------------------------------+
| *Default* | ``1.0`` |
+-----------+----------------------------------+
| *Setter* | set_adjustment_saturation(value) |
+-----------+----------------------------------+
| *Getter* | get_adjustment_saturation() |
+-----------+----------------------------------+
El valor de saturación de color global de la escena renderizada (el valor por defecto es 1). Efectivo sólo si ``adjustment_enabled`` es ``true``.
----
.. _class_Environment_property_ambient_light_color:
- :ref:`Color<class_Color>` **ambient_light_color**
+-----------+--------------------------------+
| *Default* | ``Color( 0, 0, 0, 1 )`` |
+-----------+--------------------------------+
| *Setter* | set_ambient_light_color(value) |
+-----------+--------------------------------+
| *Getter* | get_ambient_light_color() |
+-----------+--------------------------------+
El :ref:`Color<class_Color>` de la luz ambiental.
----
.. _class_Environment_property_ambient_light_energy:
- :ref:`float<class_float>` **ambient_light_energy**
+-----------+---------------------------------+
| *Default* | ``1.0`` |
+-----------+---------------------------------+
| *Setter* | set_ambient_light_energy(value) |
+-----------+---------------------------------+
| *Getter* | get_ambient_light_energy() |
+-----------+---------------------------------+
La energía de la luz ambiental. Cuanto más alto es el valor, más fuerte es la luz.
----
.. _class_Environment_property_ambient_light_sky_contribution:
- :ref:`float<class_float>` **ambient_light_sky_contribution**
+-----------+-------------------------------------------+
| *Default* | ``1.0`` |
+-----------+-------------------------------------------+
| *Setter* | set_ambient_light_sky_contribution(value) |
+-----------+-------------------------------------------+
| *Getter* | get_ambient_light_sky_contribution() |
+-----------+-------------------------------------------+
Define la cantidad de luz que el cielo trae a la escena. Un valor de 0 significa que la emisión de luz del cielo no tiene efecto en la iluminación de la escena, por lo tanto toda la iluminación ambiental es proporcionada por la luz ambiental. Por el contrario, un valor de 1 significa que toda la luz que afecta a la escena es proporcionada por el cielo, por lo tanto el parámetro de luz ambiental no tiene efecto en la escena.
----
.. _class_Environment_property_auto_exposure_enabled:
- :ref:`bool<class_bool>` **auto_exposure_enabled**
+-----------+----------------------------------+
| *Default* | ``false`` |
+-----------+----------------------------------+
| *Setter* | set_tonemap_auto_exposure(value) |
+-----------+----------------------------------+
| *Getter* | get_tonemap_auto_exposure() |
+-----------+----------------------------------+
Si ``true``, habilita el modo de exposición automática del mapa de tonos del renderizador de escenas. Si ``true``, el renderizador determinará automáticamente el ajuste de exposición para adaptarse a la iluminación de la escena y a la luz observada.
----
.. _class_Environment_property_auto_exposure_max_luma:
- :ref:`float<class_float>` **auto_exposure_max_luma**
+-----------+--------------------------------------+
| *Default* | ``8.0`` |
+-----------+--------------------------------------+
| *Setter* | set_tonemap_auto_exposure_max(value) |
+-----------+--------------------------------------+
| *Getter* | get_tonemap_auto_exposure_max() |
+-----------+--------------------------------------+
El valor máximo de luminosidad para la exposición automática.
----
.. _class_Environment_property_auto_exposure_min_luma:
- :ref:`float<class_float>` **auto_exposure_min_luma**
+-----------+--------------------------------------+
| *Default* | ``0.05`` |
+-----------+--------------------------------------+
| *Setter* | set_tonemap_auto_exposure_min(value) |
+-----------+--------------------------------------+
| *Getter* | get_tonemap_auto_exposure_min() |
+-----------+--------------------------------------+
El valor mínimo de luminosidad para la exposición automática.
----
.. _class_Environment_property_auto_exposure_scale:
- :ref:`float<class_float>` **auto_exposure_scale**
+-----------+---------------------------------------+
| *Default* | ``0.4`` |
+-----------+---------------------------------------+
| *Setter* | set_tonemap_auto_exposure_grey(value) |
+-----------+---------------------------------------+
| *Getter* | get_tonemap_auto_exposure_grey() |
+-----------+---------------------------------------+
La escala del efecto de la exposición automática. Afecta a la intensidad de la exposición automática.
----
.. _class_Environment_property_auto_exposure_speed:
- :ref:`float<class_float>` **auto_exposure_speed**
+-----------+----------------------------------------+
| *Default* | ``0.5`` |
+-----------+----------------------------------------+
| *Setter* | set_tonemap_auto_exposure_speed(value) |
+-----------+----------------------------------------+
| *Getter* | get_tonemap_auto_exposure_speed() |
+-----------+----------------------------------------+
La velocidad del efecto de la exposición automática. Afecta al tiempo necesario para que la cámara realice la exposición automática.
----
.. _class_Environment_property_background_camera_feed_id:
- :ref:`int<class_int>` **background_camera_feed_id**
+-----------+---------------------------+
| *Default* | ``1`` |
+-----------+---------------------------+
| *Setter* | set_camera_feed_id(value) |
+-----------+---------------------------+
| *Getter* | get_camera_feed_id() |
+-----------+---------------------------+
La identificación de la feed de la cámara para mostrarla en el fondo.
----
.. _class_Environment_property_background_canvas_max_layer:
- :ref:`int<class_int>` **background_canvas_max_layer**
+-----------+-----------------------------+
| *Default* | ``0`` |
+-----------+-----------------------------+
| *Setter* | set_canvas_max_layer(value) |
+-----------+-----------------------------+
| *Getter* | 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>`.
----
.. _class_Environment_property_background_color:
- :ref:`Color<class_Color>` **background_color**
+-----------+-------------------------+
| *Default* | ``Color( 0, 0, 0, 1 )`` |
+-----------+-------------------------+
| *Setter* | set_bg_color(value) |
+-----------+-------------------------+
| *Getter* | get_bg_color() |
+-----------+-------------------------+
The :ref:`Color<class_Color>` displayed for clear areas of the scene. Only effective when using the :ref:`BG_COLOR<class_Environment_constant_BG_COLOR>` or :ref:`BG_COLOR_SKY<class_Environment_constant_BG_COLOR_SKY>` background modes).
----
.. _class_Environment_property_background_energy:
- :ref:`float<class_float>` **background_energy**
+-----------+----------------------+
| *Default* | ``1.0`` |
+-----------+----------------------+
| *Setter* | set_bg_energy(value) |
+-----------+----------------------+
| *Getter* | get_bg_energy() |
+-----------+----------------------+
El poder de la luz emitida por el fondo.
----
.. _class_Environment_property_background_mode:
- :ref:`BGMode<enum_Environment_BGMode>` **background_mode**
+-----------+-----------------------+
| *Default* | ``0`` |
+-----------+-----------------------+
| *Setter* | set_background(value) |
+-----------+-----------------------+
| *Getter* | get_background() |
+-----------+-----------------------+
El modo de fondo. Ver :ref:`BGMode<enum_Environment_BGMode>` para los posibles valores.
----
.. _class_Environment_property_background_sky:
- :ref:`Sky<class_Sky>` **background_sky**
+----------+----------------+
| *Setter* | set_sky(value) |
+----------+----------------+
| *Getter* | get_sky() |
+----------+----------------+
The :ref:`Sky<class_Sky>` resource defined as background.
----
.. _class_Environment_property_background_sky_custom_fov:
- :ref:`float<class_float>` **background_sky_custom_fov**
+-----------+---------------------------+
| *Default* | ``0.0`` |
+-----------+---------------------------+
| *Setter* | set_sky_custom_fov(value) |
+-----------+---------------------------+
| *Getter* | get_sky_custom_fov() |
+-----------+---------------------------+
The :ref:`Sky<class_Sky>` resource's custom field of view.
----
.. _class_Environment_property_background_sky_orientation:
- :ref:`Basis<class_Basis>` **background_sky_orientation**
+-----------+----------------------------------------+
| *Default* | ``Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )`` |
+-----------+----------------------------------------+
| *Setter* | set_sky_orientation(value) |
+-----------+----------------------------------------+
| *Getter* | get_sky_orientation() |
+-----------+----------------------------------------+
The :ref:`Sky<class_Sky>` resource's rotation expressed as a :ref:`Basis<class_Basis>`.
----
.. _class_Environment_property_background_sky_rotation:
- :ref:`Vector3<class_Vector3>` **background_sky_rotation**
+-----------+-------------------------+
| *Default* | ``Vector3( 0, 0, 0 )`` |
+-----------+-------------------------+
| *Setter* | set_sky_rotation(value) |
+-----------+-------------------------+
| *Getter* | get_sky_rotation() |
+-----------+-------------------------+
The :ref:`Sky<class_Sky>` resource's rotation expressed as Euler angles in radians.
----
.. _class_Environment_property_background_sky_rotation_degrees:
- :ref:`Vector3<class_Vector3>` **background_sky_rotation_degrees**
+-----------+---------------------------------+
| *Default* | ``Vector3( 0, 0, 0 )`` |
+-----------+---------------------------------+
| *Setter* | set_sky_rotation_degrees(value) |
+-----------+---------------------------------+
| *Getter* | get_sky_rotation_degrees() |
+-----------+---------------------------------+
The :ref:`Sky<class_Sky>` resource's rotation expressed as Euler angles in degrees.
----
.. _class_Environment_property_dof_blur_far_amount:
- :ref:`float<class_float>` **dof_blur_far_amount**
+-----------+--------------------------------+
| *Default* | ``0.1`` |
+-----------+--------------------------------+
| *Setter* | set_dof_blur_far_amount(value) |
+-----------+--------------------------------+
| *Getter* | get_dof_blur_far_amount() |
+-----------+--------------------------------+
The amount of far blur for the depth-of-field effect.
----
.. _class_Environment_property_dof_blur_far_distance:
- :ref:`float<class_float>` **dof_blur_far_distance**
+-----------+----------------------------------+
| *Default* | ``10.0`` |
+-----------+----------------------------------+
| *Setter* | set_dof_blur_far_distance(value) |
+-----------+----------------------------------+
| *Getter* | get_dof_blur_far_distance() |
+-----------+----------------------------------+
La distancia desde la cámara en la que el efecto de borrosidad afecta a la representación.
----
.. _class_Environment_property_dof_blur_far_enabled:
- :ref:`bool<class_bool>` **dof_blur_far_enabled**
+-----------+---------------------------------+
| *Default* | ``false`` |
+-----------+---------------------------------+
| *Setter* | set_dof_blur_far_enabled(value) |
+-----------+---------------------------------+
| *Getter* | is_dof_blur_far_enabled() |
+-----------+---------------------------------+
If ``true``, enables the depth-of-field far blur effect.
----
.. _class_Environment_property_dof_blur_far_quality:
- :ref:`DOFBlurQuality<enum_Environment_DOFBlurQuality>` **dof_blur_far_quality**
+-----------+---------------------------------+
| *Default* | ``1`` |
+-----------+---------------------------------+
| *Setter* | set_dof_blur_far_quality(value) |
+-----------+---------------------------------+
| *Getter* | get_dof_blur_far_quality() |
+-----------+---------------------------------+
The depth-of-field far blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
----
.. _class_Environment_property_dof_blur_far_transition:
- :ref:`float<class_float>` **dof_blur_far_transition**
+-----------+------------------------------------+
| *Default* | ``5.0`` |
+-----------+------------------------------------+
| *Setter* | set_dof_blur_far_transition(value) |
+-----------+------------------------------------+
| *Getter* | get_dof_blur_far_transition() |
+-----------+------------------------------------+
La longitud de la transición entre la zona no borrosa y la borrosa lejana.
----
.. _class_Environment_property_dof_blur_near_amount:
- :ref:`float<class_float>` **dof_blur_near_amount**
+-----------+---------------------------------+
| *Default* | ``0.1`` |
+-----------+---------------------------------+
| *Setter* | set_dof_blur_near_amount(value) |
+-----------+---------------------------------+
| *Getter* | get_dof_blur_near_amount() |
+-----------+---------------------------------+
The amount of near blur for the depth-of-field effect.
----
.. _class_Environment_property_dof_blur_near_distance:
- :ref:`float<class_float>` **dof_blur_near_distance**
+-----------+-----------------------------------+
| *Default* | ``2.0`` |
+-----------+-----------------------------------+
| *Setter* | set_dof_blur_near_distance(value) |
+-----------+-----------------------------------+
| *Getter* | get_dof_blur_near_distance() |
+-----------+-----------------------------------+
Distancia desde la cámara donde el efecto de casi borrosidad afecta al renderizado.
----
.. _class_Environment_property_dof_blur_near_enabled:
- :ref:`bool<class_bool>` **dof_blur_near_enabled**
+-----------+----------------------------------+
| *Default* | ``false`` |
+-----------+----------------------------------+
| *Setter* | set_dof_blur_near_enabled(value) |
+-----------+----------------------------------+
| *Getter* | is_dof_blur_near_enabled() |
+-----------+----------------------------------+
If ``true``, enables the depth-of-field near blur effect.
----
.. _class_Environment_property_dof_blur_near_quality:
- :ref:`DOFBlurQuality<enum_Environment_DOFBlurQuality>` **dof_blur_near_quality**
+-----------+----------------------------------+
| *Default* | ``1`` |
+-----------+----------------------------------+
| *Setter* | set_dof_blur_near_quality(value) |
+-----------+----------------------------------+
| *Getter* | get_dof_blur_near_quality() |
+-----------+----------------------------------+
The depth-of-field near blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
----
.. _class_Environment_property_dof_blur_near_transition:
- :ref:`float<class_float>` **dof_blur_near_transition**
+-----------+-------------------------------------+
| *Default* | ``1.0`` |
+-----------+-------------------------------------+
| *Setter* | set_dof_blur_near_transition(value) |
+-----------+-------------------------------------+
| *Getter* | get_dof_blur_near_transition() |
+-----------+-------------------------------------+
La longitud de la transición entre la zona casi borrosa y la zona no borrosa.
----
.. _class_Environment_property_fog_color:
- :ref:`Color<class_Color>` **fog_color**
+-----------+-------------------------------+
| *Default* | ``Color( 0.5, 0.6, 0.7, 1 )`` |
+-----------+-------------------------------+
| *Setter* | set_fog_color(value) |
+-----------+-------------------------------+
| *Getter* | get_fog_color() |
+-----------+-------------------------------+
El :ref:`Color<class_Color>` de la niebla.
----
.. _class_Environment_property_fog_depth_begin:
- :ref:`float<class_float>` **fog_depth_begin**
+-----------+----------------------------+
| *Default* | ``10.0`` |
+-----------+----------------------------+
| *Setter* | set_fog_depth_begin(value) |
+-----------+----------------------------+
| *Getter* | get_fog_depth_begin() |
+-----------+----------------------------+
La profundidad de la niebla es la distancia inicial de la cámara.
----
.. _class_Environment_property_fog_depth_curve:
- :ref:`float<class_float>` **fog_depth_curve**
+-----------+----------------------------+
| *Default* | ``1.0`` |
+-----------+----------------------------+
| *Setter* | set_fog_depth_curve(value) |
+-----------+----------------------------+
| *Getter* | get_fog_depth_curve() |
+-----------+----------------------------+
La curva de intensidad de la profundidad de la niebla. En el **Inspector** se puede acceder a una serie de preajustes haciendo clic con el botón derecho del ratón en la curva.
----
.. _class_Environment_property_fog_depth_enabled:
- :ref:`bool<class_bool>` **fog_depth_enabled**
+-----------+------------------------------+
| *Default* | ``true`` |
+-----------+------------------------------+
| *Setter* | set_fog_depth_enabled(value) |
+-----------+------------------------------+
| *Getter* | is_fog_depth_enabled() |
+-----------+------------------------------+
Si ``true``, se activa el efecto de niebla de profundidad. Cuando se habilita, la niebla aparecerá en la distancia (relativa a la cámara).
----
.. _class_Environment_property_fog_depth_end:
- :ref:`float<class_float>` **fog_depth_end**
+-----------+--------------------------+
| *Default* | ``100.0`` |
+-----------+--------------------------+
| *Setter* | set_fog_depth_end(value) |
+-----------+--------------------------+
| *Getter* | get_fog_depth_end() |
+-----------+--------------------------+
The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's :ref:`Camera.far<class_Camera_property_far>` value.
----
.. _class_Environment_property_fog_enabled:
- :ref:`bool<class_bool>` **fog_enabled**
+-----------+------------------------+
| *Default* | ``false`` |
+-----------+------------------------+
| *Setter* | set_fog_enabled(value) |
+-----------+------------------------+
| *Getter* | is_fog_enabled() |
+-----------+------------------------+
Si ``true``, se activan los efectos de la niebla. :ref:`fog_height_enabled<class_Environment_property_fog_height_enabled>` y/o :ref:`fog_depth_enabled<class_Environment_property_fog_depth_enabled>` deben estar ajustados a ``true`` para mostrar realmente la niebla.
----
.. _class_Environment_property_fog_height_curve:
- :ref:`float<class_float>` **fog_height_curve**
+-----------+-----------------------------+
| *Default* | ``1.0`` |
+-----------+-----------------------------+
| *Setter* | set_fog_height_curve(value) |
+-----------+-----------------------------+
| *Getter* | get_fog_height_curve() |
+-----------+-----------------------------+
La intensidad de la niebla de altura. Se puede acceder a un número de preajustes en el **Inspector** haciendo clic derecho en la curva.
----
.. _class_Environment_property_fog_height_enabled:
- :ref:`bool<class_bool>` **fog_height_enabled**
+-----------+-------------------------------+
| *Default* | ``false`` |
+-----------+-------------------------------+
| *Setter* | set_fog_height_enabled(value) |
+-----------+-------------------------------+
| *Getter* | is_fog_height_enabled() |
+-----------+-------------------------------+
Si ``true``, se activa el efecto de niebla de altura. Cuando se habilita, la niebla aparecerá en un rango de altura definido, independientemente de la distancia de la cámara. Esto puede utilizarse para simular efectos de "aguas profundas" con un coste de rendimiento menor en comparación con un sombreador dedicado.
----
.. _class_Environment_property_fog_height_max:
- :ref:`float<class_float>` **fog_height_max**
+-----------+---------------------------+
| *Default* | ``0.0`` |
+-----------+---------------------------+
| *Setter* | set_fog_height_max(value) |
+-----------+---------------------------+
| *Getter* | get_fog_height_max() |
+-----------+---------------------------+
La coordenada Y donde la niebla de altura será más intensa. Si este valor es mayor que :ref:`fog_height_min<class_Environment_property_fog_height_min>`, la niebla se mostrará de abajo hacia arriba. De lo contrario, se mostrará de arriba a abajo.
----
.. _class_Environment_property_fog_height_min:
- :ref:`float<class_float>` **fog_height_min**
+-----------+---------------------------+
| *Default* | ``10.0`` |
+-----------+---------------------------+
| *Setter* | set_fog_height_min(value) |
+-----------+---------------------------+
| *Getter* | get_fog_height_min() |
+-----------+---------------------------+
La coordenada Y donde la niebla de altura será menos intensa. Si este valor es mayor que :ref:`fog_height_max<class_Environment_property_fog_height_max>`, la niebla se mostrará de arriba a abajo. De lo contrario, se mostrará de abajo hacia arriba.
----
.. _class_Environment_property_fog_sun_amount:
- :ref:`float<class_float>` **fog_sun_amount**
+-----------+---------------------------+
| *Default* | ``0.0`` |
+-----------+---------------------------+
| *Setter* | set_fog_sun_amount(value) |
+-----------+---------------------------+
| *Getter* | get_fog_sun_amount() |
+-----------+---------------------------+
The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight node in the scene.
----
.. _class_Environment_property_fog_sun_color:
- :ref:`Color<class_Color>` **fog_sun_color**
+-----------+-----------------------------+
| *Default* | ``Color( 1, 0.9, 0.7, 1 )`` |
+-----------+-----------------------------+
| *Setter* | set_fog_sun_color(value) |
+-----------+-----------------------------+
| *Getter* | get_fog_sun_color() |
+-----------+-----------------------------+
El :ref:`Color<class_Color>` de la niebla profunda cuando se mira hacia el sol.
----
.. _class_Environment_property_fog_transmit_curve:
- :ref:`float<class_float>` **fog_transmit_curve**
+-----------+-------------------------------+
| *Default* | ``1.0`` |
+-----------+-------------------------------+
| *Setter* | set_fog_transmit_curve(value) |
+-----------+-------------------------------+
| *Getter* | get_fog_transmit_curve() |
+-----------+-------------------------------+
La intensidad del efecto de transmisión de la luz de la niebla. La cantidad de luz que la niebla transmite.
----
.. _class_Environment_property_fog_transmit_enabled:
- :ref:`bool<class_bool>` **fog_transmit_enabled**
+-----------+---------------------------------+
| *Default* | ``false`` |
+-----------+---------------------------------+
| *Setter* | set_fog_transmit_enabled(value) |
+-----------+---------------------------------+
| *Getter* | is_fog_transmit_enabled() |
+-----------+---------------------------------+
Permite el efecto de transmisión de la luz de la niebla. Si ``true``, la luz será más visible en la niebla para simular la dispersión de la luz como en la vida real.
----
.. _class_Environment_property_glow_bicubic_upscale:
- :ref:`bool<class_bool>` **glow_bicubic_upscale**
+-----------+-----------------------------------+
| *Default* | ``false`` |
+-----------+-----------------------------------+
| *Setter* | set_glow_bicubic_upscale(value) |
+-----------+-----------------------------------+
| *Getter* | is_glow_bicubic_upscale_enabled() |
+-----------+-----------------------------------+
Smooths out the blockiness created by sampling higher levels, at the cost of performance.
\ **Note:** When using the GLES2 renderer, this is only available if the GPU supports the ``GL_EXT_gpu_shader4`` extension.
----
.. _class_Environment_property_glow_blend_mode:
- :ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **glow_blend_mode**
+-----------+----------------------------+
| *Default* | ``2`` |
+-----------+----------------------------+
| *Setter* | set_glow_blend_mode(value) |
+-----------+----------------------------+
| *Getter* | get_glow_blend_mode() |
+-----------+----------------------------+
El modo de mezcla de brillo.
----
.. _class_Environment_property_glow_bloom:
- :ref:`float<class_float>` **glow_bloom**
+-----------+-----------------------+
| *Default* | ``0.0`` |
+-----------+-----------------------+
| *Setter* | set_glow_bloom(value) |
+-----------+-----------------------+
| *Getter* | 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>`.
----
.. _class_Environment_property_glow_enabled:
- :ref:`bool<class_bool>` **glow_enabled**
+-----------+-------------------------+
| *Default* | ``false`` |
+-----------+-------------------------+
| *Setter* | set_glow_enabled(value) |
+-----------+-------------------------+
| *Getter* | is_glow_enabled() |
+-----------+-------------------------+
Si ``true``, se activa el efecto de brillo.
----
.. _class_Environment_property_glow_hdr_luminance_cap:
- :ref:`float<class_float>` **glow_hdr_luminance_cap**
+-----------+-----------------------------------+
| *Default* | ``12.0`` |
+-----------+-----------------------------------+
| *Setter* | set_glow_hdr_luminance_cap(value) |
+-----------+-----------------------------------+
| *Getter* | 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.
----
.. _class_Environment_property_glow_hdr_scale:
- :ref:`float<class_float>` **glow_hdr_scale**
+-----------+---------------------------------+
| *Default* | ``2.0`` |
+-----------+---------------------------------+
| *Setter* | set_glow_hdr_bleed_scale(value) |
+-----------+---------------------------------+
| *Getter* | get_glow_hdr_bleed_scale() |
+-----------+---------------------------------+
La escala de sangrado del brillo del HDR.
----
.. _class_Environment_property_glow_hdr_threshold:
- :ref:`float<class_float>` **glow_hdr_threshold**
+-----------+-------------------------------------+
| *Default* | ``1.0`` |
+-----------+-------------------------------------+
| *Setter* | set_glow_hdr_bleed_threshold(value) |
+-----------+-------------------------------------+
| *Getter* | get_glow_hdr_bleed_threshold() |
+-----------+-------------------------------------+
El umbral inferior del brillo del HDR. Cuando se utiliza el renderizador GLES2 (que no soporta HDR), este debe estar por debajo de ``1.0`` para que el brillo sea visible. Un valor de ``0.9`` funciona bien en este caso.
----
.. _class_Environment_property_glow_high_quality:
- :ref:`bool<class_bool>` **glow_high_quality**
+-----------+--------------------------------+
| *Default* | ``false`` |
+-----------+--------------------------------+
| *Setter* | set_glow_high_quality(value) |
+-----------+--------------------------------+
| *Getter* | is_glow_high_quality_enabled() |
+-----------+--------------------------------+
Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
----
.. _class_Environment_property_glow_intensity:
- :ref:`float<class_float>` **glow_intensity**
+-----------+---------------------------+
| *Default* | ``0.8`` |
+-----------+---------------------------+
| *Setter* | set_glow_intensity(value) |
+-----------+---------------------------+
| *Getter* | get_glow_intensity() |
+-----------+---------------------------+
La intensidad del brillo. Cuando se utiliza el renderizador GLES2, debe aumentarse a 1,5 para compensar la falta de renderización HDR.
----
.. _class_Environment_property_glow_levels/1:
- :ref:`bool<class_bool>` **glow_levels/1**
+-----------+-------------------------+
| *Default* | ``false`` |
+-----------+-------------------------+
| *Setter* | set_glow_level(value) |
+-----------+-------------------------+
| *Getter* | is_glow_level_enabled() |
+-----------+-------------------------+
Si ``true``, el 1er nivel de brillo está activado. Este es el nivel más "local" (menos borroso).
----
.. _class_Environment_property_glow_levels/2:
- :ref:`bool<class_bool>` **glow_levels/2**
+-----------+-------------------------+
| *Default* | ``false`` |
+-----------+-------------------------+
| *Setter* | set_glow_level(value) |
+-----------+-------------------------+
| *Getter* | is_glow_level_enabled() |
+-----------+-------------------------+
Si ``true``, se activa el 2º nivel de brillo.
----
.. _class_Environment_property_glow_levels/3:
- :ref:`bool<class_bool>` **glow_levels/3**
+-----------+-------------------------+
| *Default* | ``true`` |
+-----------+-------------------------+
| *Setter* | set_glow_level(value) |
+-----------+-------------------------+
| *Getter* | is_glow_level_enabled() |
+-----------+-------------------------+
Si ``true``, se activa el 3º nivel de brillo.
----
.. _class_Environment_property_glow_levels/4:
- :ref:`bool<class_bool>` **glow_levels/4**
+-----------+-------------------------+
| *Default* | ``false`` |
+-----------+-------------------------+
| *Setter* | set_glow_level(value) |
+-----------+-------------------------+
| *Getter* | is_glow_level_enabled() |
+-----------+-------------------------+
Si ``true``, se activa el 4º nivel de brillo.
----
.. _class_Environment_property_glow_levels/5:
- :ref:`bool<class_bool>` **glow_levels/5**
+-----------+-------------------------+
| *Default* | ``true`` |
+-----------+-------------------------+
| *Setter* | set_glow_level(value) |
+-----------+-------------------------+
| *Getter* | is_glow_level_enabled() |
+-----------+-------------------------+
Si ``true``, el 5º nivel de brillo está activado.
----
.. _class_Environment_property_glow_levels/6:
- :ref:`bool<class_bool>` **glow_levels/6**
+-----------+-------------------------+
| *Default* | ``false`` |
+-----------+-------------------------+
| *Setter* | set_glow_level(value) |
+-----------+-------------------------+
| *Getter* | is_glow_level_enabled() |
+-----------+-------------------------+
Si ``true``, el 6º nivel de brillo está activado.
----
.. _class_Environment_property_glow_levels/7:
- :ref:`bool<class_bool>` **glow_levels/7**
+-----------+-------------------------+
| *Default* | ``false`` |
+-----------+-------------------------+
| *Setter* | set_glow_level(value) |
+-----------+-------------------------+
| *Getter* | is_glow_level_enabled() |
+-----------+-------------------------+
Si ``true``, el 7º nivel de brillo está activado. Este es el nivel más "global" (más borroso).
----
.. _class_Environment_property_glow_strength:
- :ref:`float<class_float>` **glow_strength**
+-----------+--------------------------+
| *Default* | ``1.0`` |
+-----------+--------------------------+
| *Setter* | set_glow_strength(value) |
+-----------+--------------------------+
| *Getter* | get_glow_strength() |
+-----------+--------------------------+
La fuerza del brillo. Cuando se utiliza el renderizador GLES2, debe aumentarse a 1,3 para compensar la falta de renderización HDR.
----
.. _class_Environment_property_ss_reflections_depth_tolerance:
- :ref:`float<class_float>` **ss_reflections_depth_tolerance**
+-----------+--------------------------------+
| *Default* | ``0.2`` |
+-----------+--------------------------------+
| *Setter* | set_ssr_depth_tolerance(value) |
+-----------+--------------------------------+
| *Getter* | get_ssr_depth_tolerance() |
+-----------+--------------------------------+
La tolerancia de profundidad para los reflejos del espacio de la pantalla.
----
.. _class_Environment_property_ss_reflections_enabled:
- :ref:`bool<class_bool>` **ss_reflections_enabled**
+-----------+------------------------+
| *Default* | ``false`` |
+-----------+------------------------+
| *Setter* | set_ssr_enabled(value) |
+-----------+------------------------+
| *Getter* | is_ssr_enabled() |
+-----------+------------------------+
Si ``true``, se activan los reflejos en el espacio de la pantalla. Los reflejos del espacio de la pantalla son más precisos que los de :ref:`GIProbe<class_GIProbe>`\ s o :ref:`ReflectionProbe<class_ReflectionProbe>`\ s, pero son más lentos y no pueden reflejar superficies ocluidas por otros.
----
.. _class_Environment_property_ss_reflections_fade_in:
- :ref:`float<class_float>` **ss_reflections_fade_in**
+-----------+------------------------+
| *Default* | ``0.15`` |
+-----------+------------------------+
| *Setter* | set_ssr_fade_in(value) |
+-----------+------------------------+
| *Getter* | get_ssr_fade_in() |
+-----------+------------------------+
La distancia de desvanecimiento para los reflejos del espacio de la pantalla. afecta al área desde el material reflejado hasta el reflejo del espacio de la pantalla).
----
.. _class_Environment_property_ss_reflections_fade_out:
- :ref:`float<class_float>` **ss_reflections_fade_out**
+-----------+-------------------------+
| *Default* | ``2.0`` |
+-----------+-------------------------+
| *Setter* | set_ssr_fade_out(value) |
+-----------+-------------------------+
| *Getter* | get_ssr_fade_out() |
+-----------+-------------------------+
La distancia de desvanecimiento para los reflejos del espacio de la pantalla. afecta al área que va desde el reflejo del espacio de la pantalla hasta el reflejo "global".
----
.. _class_Environment_property_ss_reflections_max_steps:
- :ref:`int<class_int>` **ss_reflections_max_steps**
+-----------+--------------------------+
| *Default* | ``64`` |
+-----------+--------------------------+
| *Setter* | set_ssr_max_steps(value) |
+-----------+--------------------------+
| *Getter* | 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.
----
.. _class_Environment_property_ss_reflections_roughness:
- :ref:`bool<class_bool>` **ss_reflections_roughness**
+-----------+----------------------+
| *Default* | ``true`` |
+-----------+----------------------+
| *Setter* | set_ssr_rough(value) |
+-----------+----------------------+
| *Getter* | is_ssr_rough() |
+-----------+----------------------+
If ``true``, screen-space reflections will take the material roughness into account.
----
.. _class_Environment_property_ssao_ao_channel_affect:
- :ref:`float<class_float>` **ssao_ao_channel_affect**
+-----------+-----------------------------------+
| *Default* | ``0.0`` |
+-----------+-----------------------------------+
| *Setter* | set_ssao_ao_channel_affect(value) |
+-----------+-----------------------------------+
| *Getter* | 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.
----
.. _class_Environment_property_ssao_bias:
- :ref:`float<class_float>` **ssao_bias**
+-----------+----------------------+
| *Default* | ``0.01`` |
+-----------+----------------------+
| *Setter* | set_ssao_bias(value) |
+-----------+----------------------+
| *Getter* | get_ssao_bias() |
+-----------+----------------------+
El sesgo de oclusión ambiental del espacio de la pantalla. Debe mantenerse lo suficientemente alto para evitar que las curvas "suaves" se vean afectadas por la oclusión ambiental.
----
.. _class_Environment_property_ssao_blur:
- :ref:`SSAOBlur<enum_Environment_SSAOBlur>` **ssao_blur**
+-----------+----------------------+
| *Default* | ``3`` |
+-----------+----------------------+
| *Setter* | set_ssao_blur(value) |
+-----------+----------------------+
| *Getter* | get_ssao_blur() |
+-----------+----------------------+
La calidad de la difusión de la oclusión ambiental del espacio de la pantalla. Ver :ref:`SSAOBlur<enum_Environment_SSAOBlur>` para los posibles valores.
----
.. _class_Environment_property_ssao_color:
- :ref:`Color<class_Color>` **ssao_color**
+-----------+-------------------------+
| *Default* | ``Color( 0, 0, 0, 1 )`` |
+-----------+-------------------------+
| *Setter* | set_ssao_color(value) |
+-----------+-------------------------+
| *Getter* | get_ssao_color() |
+-----------+-------------------------+
The screen-space ambient occlusion color.
----
.. _class_Environment_property_ssao_edge_sharpness:
- :ref:`float<class_float>` **ssao_edge_sharpness**
+-----------+--------------------------------+
| *Default* | ``4.0`` |
+-----------+--------------------------------+
| *Setter* | set_ssao_edge_sharpness(value) |
+-----------+--------------------------------+
| *Getter* | get_ssao_edge_sharpness() |
+-----------+--------------------------------+
La nitidez del borde de oclusión ambiental del espacio de la pantalla.
----
.. _class_Environment_property_ssao_enabled:
- :ref:`bool<class_bool>` **ssao_enabled**
+-----------+-------------------------+
| *Default* | ``false`` |
+-----------+-------------------------+
| *Setter* | set_ssao_enabled(value) |
+-----------+-------------------------+
| *Getter* | is_ssao_enabled() |
+-----------+-------------------------+
Si ``true``, se activa el efecto de oclusión ambiental del espacio de pantalla. Esto oscurece las esquinas y cavidades de los objetos para simular que la luz ambiental no llega a todo el objeto como en la vida real. Esto funciona bien para objetos pequeños y dinámicos, pero la iluminación cocinada o las texturas de oclusión ambiental funcionarán mejor para mostrar la oclusión ambiental en grandes objetos estáticos. Este es un efecto costoso y debe ser desactivado primero cuando se presenten problemas de rendimiento.
----
.. _class_Environment_property_ssao_intensity:
- :ref:`float<class_float>` **ssao_intensity**
+-----------+---------------------------+
| *Default* | ``1.0`` |
+-----------+---------------------------+
| *Setter* | set_ssao_intensity(value) |
+-----------+---------------------------+
| *Getter* | get_ssao_intensity() |
+-----------+---------------------------+
La intensidad de oclusión ambiental del espacio de pantalla principal. Véase también :ref:`ssao_radius<class_Environment_property_ssao_radius>`.
----
.. _class_Environment_property_ssao_intensity2:
- :ref:`float<class_float>` **ssao_intensity2**
+-----------+----------------------------+
| *Default* | ``1.0`` |
+-----------+----------------------------+
| *Setter* | set_ssao_intensity2(value) |
+-----------+----------------------------+
| *Getter* | get_ssao_intensity2() |
+-----------+----------------------------+
The secondary screen-space ambient occlusion intensity. See also :ref:`ssao_radius2<class_Environment_property_ssao_radius2>`.
----
.. _class_Environment_property_ssao_light_affect:
- :ref:`float<class_float>` **ssao_light_affect**
+-----------+-------------------------------------+
| *Default* | ``0.0`` |
+-----------+-------------------------------------+
| *Setter* | set_ssao_direct_light_affect(value) |
+-----------+-------------------------------------+
| *Getter* | 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.
----
.. _class_Environment_property_ssao_quality:
- :ref:`SSAOQuality<enum_Environment_SSAOQuality>` **ssao_quality**
+-----------+-------------------------+
| *Default* | ``1`` |
+-----------+-------------------------+
| *Setter* | set_ssao_quality(value) |
+-----------+-------------------------+
| *Getter* | get_ssao_quality() |
+-----------+-------------------------+
The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.
----
.. _class_Environment_property_ssao_radius:
- :ref:`float<class_float>` **ssao_radius**
+-----------+------------------------+
| *Default* | ``1.0`` |
+-----------+------------------------+
| *Setter* | set_ssao_radius(value) |
+-----------+------------------------+
| *Getter* | get_ssao_radius() |
+-----------+------------------------+
El radio de oclusión ambiental del espacio de pantalla principal.
----
.. _class_Environment_property_ssao_radius2:
- :ref:`float<class_float>` **ssao_radius2**
+-----------+-------------------------+
| *Default* | ``0.0`` |
+-----------+-------------------------+
| *Setter* | set_ssao_radius2(value) |
+-----------+-------------------------+
| *Getter* | get_ssao_radius2() |
+-----------+-------------------------+
The secondary screen-space ambient occlusion radius. If set to a value higher than ``0``, enables the secondary screen-space ambient occlusion effect which can be used to improve the effect's appearance (at the cost of performance).
----
.. _class_Environment_property_tonemap_exposure:
- :ref:`float<class_float>` **tonemap_exposure**
+-----------+-----------------------------+
| *Default* | ``1.0`` |
+-----------+-----------------------------+
| *Setter* | set_tonemap_exposure(value) |
+-----------+-----------------------------+
| *Getter* | get_tonemap_exposure() |
+-----------+-----------------------------+
La exposición predeterminada que se utiliza para el mapeo de tonos.
----
.. _class_Environment_property_tonemap_mode:
- :ref:`ToneMapper<enum_Environment_ToneMapper>` **tonemap_mode**
+-----------+-----------------------+
| *Default* | ``0`` |
+-----------+-----------------------+
| *Setter* | set_tonemapper(value) |
+-----------+-----------------------+
| *Getter* | get_tonemapper() |
+-----------+-----------------------+
El modo de mapeo de tonos a utilizar. El "tonemapping" es el proceso que "convierte" los valores HDR para que sean adecuados para su representación en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas HDR.)
----
.. _class_Environment_property_tonemap_white:
- :ref:`float<class_float>` **tonemap_white**
+-----------+--------------------------+
| *Default* | ``1.0`` |
+-----------+--------------------------+
| *Setter* | set_tonemap_white(value) |
+-----------+--------------------------+
| *Getter* | get_tonemap_white() |
+-----------+--------------------------+
El valor de referencia del blanco para el mapa de tonos. Sólo es efectivo si el :ref:`tonemap_mode<class_Environment_property_tonemap_mode>` no se establece en :ref:`TONE_MAPPER_LINEAR<class_Environment_constant_TONE_MAPPER_LINEAR>`.
Descripciones de Métodos
------------------------------------------------
.. _class_Environment_method_is_glow_level_enabled:
- :ref:`bool<class_bool>` **is_glow_level_enabled** **(** :ref:`int<class_int>` idx **)** |const|
Devuelve ``true`` si se especifica el nivel de brillo ``idx``, ``false`` en caso contrario.
----
.. _class_Environment_method_set_glow_level:
- void **set_glow_level** **(** :ref:`int<class_int>` idx, :ref:`bool<class_bool>` enabled **)**
Activa o desactiva el nivel de brillo en el índice ``idx``. Cada nivel se basa en el nivel anterior. Esto significa que habilitar niveles de brillo más altos ralentizará la representación del efecto de brillo, incluso si los niveles anteriores no están habilitados.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`