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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/4.2/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/4.2/doc/classes/Environment.xml.
.. _class_Environment:
Environment
===========
**继承:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
定义渲染选项的资源,用于环境节点(例如 :ref:`WorldEnvironment<class_WorldEnvironment>`\ )。
.. rst-class:: classref-introduction-group
描述
----
定义环境操作(例如背景 :ref:`Sky<class_Sky>`:ref:`Color<class_Color>`\ 、环境光、雾、景深等)的资源,用于环境节点(例如 :ref:`WorldEnvironment<class_WorldEnvironment>`\ )。这些参数会对场景的最终渲染造成影响。操作的顺序为:
- 景深模糊
- 辉光
- 色调映射(自动曝光)
- 调整
.. rst-class:: classref-introduction-group
教程
----
- :doc:`环境和后期处理 <../tutorials/3d/environment_and_post_processing>`
- :doc:`高动态范围照明 <../tutorials/3d/high_dynamic_range>`
- `3D 材质测试演示 <https://godotengine.org/asset-library/asset/123>`__
- `2D HDR 演示 <https://godotengine.org/asset-library/asset/110>`__
- `第三人称射击演示 <https://godotengine.org/asset-library/asset/678>`__
.. rst-class:: classref-reftable-group
属性
----
.. 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:`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:`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>` | ``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:`float<class_float>` | :ref:`glow_intensity<class_Environment_property_glow_intensity>` | ``0.8`` |
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
| :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>` | ``0.0`` |
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`glow_levels/3<class_Environment_property_glow_levels/3>` | ``1.0`` |
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`glow_levels/4<class_Environment_property_glow_levels/4>` | ``0.0`` |
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`glow_levels/5<class_Environment_property_glow_levels/5>` | ``1.0`` |
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
| :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>` | ``0.2`` |
+------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------+-----------------------------------+
| :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_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
方法
----
.. table::
:widths: auto
+---------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_glow_level<class_Environment_method_get_glow_level>` **(** :ref:`int<class_int>` idx **)** |const| |
+---------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_glow_level<class_Environment_method_set_glow_level>` **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` intensity **)** |
+---------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
枚举
----
.. _enum_Environment_BGMode:
.. rst-class:: classref-enumeration
enum **BGMode**:
.. _class_Environment_constant_BG_CLEAR_COLOR:
.. rst-class:: classref-enumeration-constant
:ref:`BGMode<enum_Environment_BGMode>` **BG_CLEAR_COLOR** = ``0``
使用 :ref:`ProjectSettings.rendering/environment/defaults/default_clear_color<class_ProjectSettings_property_rendering/environment/defaults/default_clear_color>` 中定义的清除颜色来清除背景。
.. _class_Environment_constant_BG_COLOR:
.. rst-class:: classref-enumeration-constant
:ref:`BGMode<enum_Environment_BGMode>` **BG_COLOR** = ``1``
使用自定义的清除颜色来清除背景。
.. _class_Environment_constant_BG_SKY:
.. rst-class:: classref-enumeration-constant
:ref:`BGMode<enum_Environment_BGMode>` **BG_SKY** = ``2``
在背景中显示用户自定义的天空。
.. _class_Environment_constant_BG_CANVAS:
.. rst-class:: classref-enumeration-constant
:ref:`BGMode<enum_Environment_BGMode>` **BG_CANVAS** = ``3``
在背景中显示 :ref:`CanvasLayer<class_CanvasLayer>`\ 。
.. _class_Environment_constant_BG_KEEP:
.. rst-class:: classref-enumeration-constant
:ref:`BGMode<enum_Environment_BGMode>` **BG_KEEP** = ``4``
在屏幕上保留在背景中绘制的每个像素。这是最快的背景模式,但它只能安全地用在完全室内的场景(没有可见的天空或天空反射)。如果在背景可见的场景中启用,则移动相机时,将看到“鬼影踪迹”伪影。
.. _class_Environment_constant_BG_CAMERA_FEED:
.. rst-class:: classref-enumeration-constant
:ref:`BGMode<enum_Environment_BGMode>` **BG_CAMERA_FEED** = ``5``
在背景中显示相机源。
.. _class_Environment_constant_BG_MAX:
.. rst-class:: classref-enumeration-constant
:ref:`BGMode<enum_Environment_BGMode>` **BG_MAX** = ``6``
代表 :ref:`BGMode<enum_Environment_BGMode>` 枚举的大小。
.. rst-class:: classref-item-separator
----
.. _enum_Environment_AmbientSource:
.. rst-class:: classref-enumeration
enum **AmbientSource**:
.. _class_Environment_constant_AMBIENT_SOURCE_BG:
.. rst-class:: classref-enumeration-constant
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_BG** = ``0``
从指定为背景的任何来源收集环境光。
.. _class_Environment_constant_AMBIENT_SOURCE_DISABLED:
.. rst-class:: classref-enumeration-constant
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_DISABLED** = ``1``
禁用环境光。这比 :ref:`AMBIENT_SOURCE_SKY<class_Environment_constant_AMBIENT_SOURCE_SKY>` 提供了轻微的性能提升。
.. _class_Environment_constant_AMBIENT_SOURCE_COLOR:
.. rst-class:: classref-enumeration-constant
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_COLOR** = ``2``
为环境光指定特定的 :ref:`Color<class_Color>`\ 。与 :ref:`AMBIENT_SOURCE_SKY<class_Environment_constant_AMBIENT_SOURCE_SKY>` 相比,这提供了轻微的性能提升。
.. _class_Environment_constant_AMBIENT_SOURCE_SKY:
.. rst-class:: classref-enumeration-constant
:ref:`AmbientSource<enum_Environment_AmbientSource>` **AMBIENT_SOURCE_SKY** = ``3``
无论背景如何,都从 :ref:`Sky<class_Sky>` 收集环境光。
.. rst-class:: classref-item-separator
----
.. _enum_Environment_ReflectionSource:
.. rst-class:: classref-enumeration
enum **ReflectionSource**:
.. _class_Environment_constant_REFLECTION_SOURCE_BG:
.. rst-class:: classref-enumeration-constant
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **REFLECTION_SOURCE_BG** = ``0``
使用背景进行反射。
.. _class_Environment_constant_REFLECTION_SOURCE_DISABLED:
.. rst-class:: classref-enumeration-constant
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **REFLECTION_SOURCE_DISABLED** = ``1``
禁用反射。与其他选项相比,这提供了轻微的性能提升。
.. _class_Environment_constant_REFLECTION_SOURCE_SKY:
.. rst-class:: classref-enumeration-constant
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **REFLECTION_SOURCE_SKY** = ``2``
无论背景如何,都使用 :ref:`Sky<class_Sky>` 进行反射。
.. rst-class:: classref-item-separator
----
.. _enum_Environment_ToneMapper:
.. rst-class:: classref-enumeration
enum **ToneMapper**:
.. _class_Environment_constant_TONE_MAPPER_LINEAR:
.. rst-class:: classref-enumeration-constant
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_LINEAR** = ``0``
线性色调映射运算子。读取线性数据并将其原样传递。较亮的光照会导致过曝、输出的颜色中会有可见的截断。
.. _class_Environment_constant_TONE_MAPPER_REINHARDT:
.. rst-class:: classref-enumeration-constant
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_REINHARDT** = ``1``
Reinhardt 色调映射运算子。对渲染后的像素颜色进行调整,使用的是这个公式:\ ``color = color / (1 + color)``\ 。可以避免对高光的截断,但最终的图像可能看上去有些寡淡。
.. _class_Environment_constant_TONE_MAPPER_FILMIC:
.. rst-class:: classref-enumeration-constant
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_FILMIC** = ``2``
电影级色调映射器运算子。可以避免对高光处的截断,最终图像通常比 :ref:`TONE_MAPPER_REINHARDT<class_Environment_constant_TONE_MAPPER_REINHARDT>` 更鲜艳。
.. _class_Environment_constant_TONE_MAPPER_ACES:
.. rst-class:: classref-enumeration-constant
:ref:`ToneMapper<enum_Environment_ToneMapper>` **TONE_MAPPER_ACES** = ``3``
使用学院色彩编码系统Academy Color Encoding System色调映射器。ACES 比其他选项消耗略高但对于较亮光照的处理更真实越亮饱和度越低。ACES 的输出在对比度方面通常比 :ref:`TONE_MAPPER_REINHARDT<class_Environment_constant_TONE_MAPPER_REINHARDT>`:ref:`TONE_MAPPER_FILMIC<class_Environment_constant_TONE_MAPPER_FILMIC>` 更高。
\ **注意:**\ Godot 3.x 将该色调映射运算符称为“ACES Fitted”。
.. rst-class:: classref-item-separator
----
.. _enum_Environment_GlowBlendMode:
.. rst-class:: classref-enumeration
enum **GlowBlendMode**:
.. _class_Environment_constant_GLOW_BLEND_MODE_ADDITIVE:
.. rst-class:: classref-enumeration-constant
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_ADDITIVE** = ``0``
添加辉光混合模式。主要用于粒子、辉光(泛光)、镜头眩光、亮源。
.. _class_Environment_constant_GLOW_BLEND_MODE_SCREEN:
.. rst-class:: classref-enumeration-constant
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_SCREEN** = ``1``
滤色辉光混合模式。增加亮度,经常与泛光一起使用。
.. _class_Environment_constant_GLOW_BLEND_MODE_SOFTLIGHT:
.. rst-class:: classref-enumeration-constant
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_SOFTLIGHT** = ``2``
柔光辉光混合模式。修改对比度,曝光阴影和高光(高质量泛光)。
.. _class_Environment_constant_GLOW_BLEND_MODE_REPLACE:
.. rst-class:: classref-enumeration-constant
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_REPLACE** = ``3``
替换辉光混合模式。用辉光值替换所有像素的颜色。这可以通过调整辉光参数来模拟全屏模糊效果,使其与原始图像的亮度相匹配。
.. _class_Environment_constant_GLOW_BLEND_MODE_MIX:
.. rst-class:: classref-enumeration-constant
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **GLOW_BLEND_MODE_MIX** = ``4``
将辉光与底层颜色混合,以避免在保持辉光效果的同时,尽可能多地增加亮度。
.. rst-class:: classref-item-separator
----
.. _enum_Environment_SDFGIYScale:
.. rst-class:: classref-enumeration
enum **SDFGIYScale**:
.. _class_Environment_constant_SDFGI_Y_SCALE_50_PERCENT:
.. rst-class:: classref-enumeration-constant
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **SDFGI_Y_SCALE_50_PERCENT** = ``0``
在 Y垂直轴上对 SDFGI 使用 50% 的缩放。SDFGI 单元格将比它们的宽度短两倍。这允许提供更多的 GI 细节,并减少薄地板和天花板的漏光。这通常是垂直度不高的场景的最佳选择。
.. _class_Environment_constant_SDFGI_Y_SCALE_75_PERCENT:
.. rst-class:: classref-enumeration-constant
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **SDFGI_Y_SCALE_75_PERCENT** = ``1``
在 Y垂直轴上为 SDFGI 使用 75% 的缩放。这是 50% 和 100% SDFGI Y 缩放之间的平衡。
.. _class_Environment_constant_SDFGI_Y_SCALE_100_PERCENT:
.. rst-class:: classref-enumeration-constant
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **SDFGI_Y_SCALE_100_PERCENT** = ``2``
在 Y垂直轴上为 SDFGI 使用 100% 的缩放。SDFGI 单元格将与宽度一样高。这通常是高度垂直场景的最佳选择。不利之处在于,薄地板和天花板可能会导致漏光更加明显。
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
属性说明
--------
.. _class_Environment_property_adjustment_brightness:
.. rst-class:: classref-property
:ref:`float<class_float>` **adjustment_brightness** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_adjustment_brightness** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_adjustment_brightness** **(** **)**
渲染场景的全局亮度值。只有当 :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>```true`` 时才有效。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_adjustment_color_correction:
.. rst-class:: classref-property
:ref:`Texture<class_Texture>` **adjustment_color_correction**
.. rst-class:: classref-property-setget
- void **set_adjustment_color_correction** **(** :ref:`Texture<class_Texture>` value **)**
- :ref:`Texture<class_Texture>` **get_adjustment_color_correction** **(** **)**
用于内置后处理颜色分级的 :ref:`Texture2D<class_Texture2D>`:ref:`Texture3D<class_Texture3D>` 查找表LUT。可以将 :ref:`GradientTexture1D<class_GradientTexture1D>` 用于一维 LUT或将 :ref:`Texture3D<class_Texture3D>` 用于更复杂的 LUT。仅当 :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>```true`` 时有效。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_adjustment_contrast:
.. rst-class:: classref-property
:ref:`float<class_float>` **adjustment_contrast** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_adjustment_contrast** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_adjustment_contrast** **(** **)**
渲染场景的全局对比度值(默认值为 1。只有当 :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>```true`` 时才有效。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_adjustment_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **adjustment_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_adjustment_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_adjustment_enabled** **(** **)**
如果为 ``true``\ ,则启用该资源提供的 ``adjustment_*`` 属性。如果为 ``false``\ ,则对 ``adjustment_*`` 属性的修改将不会对渲染场景产生影响。
\ **注意:**\ 调整仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_adjustment_saturation:
.. rst-class:: classref-property
:ref:`float<class_float>` **adjustment_saturation** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_adjustment_saturation** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_adjustment_saturation** **(** **)**
渲染场景的全局色彩饱和度值(默认值为 1。只有在 :ref:`adjustment_enabled<class_Environment_property_adjustment_enabled>```true`` 时才有效。
.. 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)``
.. rst-class:: classref-property-setget
- void **set_ambient_light_color** **(** :ref:`Color<class_Color>` value **)**
- :ref:`Color<class_Color>` **get_ambient_light_color** **(** **)**
环境光的 :ref:`Color<class_Color>`\ 。仅当 :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` 低于 ``1.0``\ (不包括)时,才有效。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ambient_light_energy:
.. rst-class:: classref-property
:ref:`float<class_float>` **ambient_light_energy** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_ambient_light_energy** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ambient_light_energy** **(** **)**
环境光的能量。值越高,光线越强。仅当 :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` 低于 ``1.0``\ (不包括)时,才有效。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ambient_light_sky_contribution:
.. rst-class:: classref-property
:ref:`float<class_float>` **ambient_light_sky_contribution** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_ambient_light_sky_contribution** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ambient_light_sky_contribution** **(** **)**
定义天空给场景带来的光照量。值为 ``0.0`` 表示天空的发光对场景照明没有影响,因此所有的环境照明都由环境光提供。相反,值为 ``1.0`` 表示\ *所有*\ 影响场景的光线都由天空提供,因此环境光参数对场景没有影响。
\ **注意:**\ 内部会将 :ref:`ambient_light_sky_contribution<class_Environment_property_ambient_light_sky_contribution>` 限制在 ``0.0````1.0`` 之间(闭区间)。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ambient_light_source:
.. rst-class:: classref-property
:ref:`AmbientSource<enum_Environment_AmbientSource>` **ambient_light_source** = ``0``
.. rst-class:: classref-property-setget
- void **set_ambient_source** **(** :ref:`AmbientSource<enum_Environment_AmbientSource>` value **)**
- :ref:`AmbientSource<enum_Environment_AmbientSource>` **get_ambient_source** **(** **)**
环境光源,用于渲染材质和全局照明。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_background_camera_feed_id:
.. rst-class:: classref-property
:ref:`int<class_int>` **background_camera_feed_id** = ``1``
.. rst-class:: classref-property-setget
- void **set_camera_feed_id** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_camera_feed_id** **(** **)**
在背景中显示的相机源的 ID。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_background_canvas_max_layer:
.. rst-class:: classref-property
:ref:`int<class_int>` **background_canvas_max_layer** = ``0``
.. rst-class:: classref-property-setget
- void **set_canvas_max_layer** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_canvas_max_layer** **(** **)**
要显示的最大图层 ID。只有在使用 :ref:`BG_CANVAS<class_Environment_constant_BG_CANVAS>` 背景模式时有效。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_background_color:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **background_color** = ``Color(0, 0, 0, 1)``
.. rst-class:: classref-property-setget
- void **set_bg_color** **(** :ref:`Color<class_Color>` value **)**
- :ref:`Color<class_Color>` **get_bg_color** **(** **)**
场景中清除区域显示的 :ref:`Color<class_Color>`\ 。仅在使用 :ref:`BG_COLOR<class_Environment_constant_BG_COLOR>` 背景模式时有效。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_background_energy_multiplier:
.. rst-class:: classref-property
:ref:`float<class_float>` **background_energy_multiplier** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_bg_energy_multiplier** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_bg_energy_multiplier** **(** **)**
背景能量的倍数。增加可以使背景更亮,减少可以使背景更暗。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_background_intensity:
.. rst-class:: classref-property
:ref:`float<class_float>` **background_intensity** = ``30000.0``
.. rst-class:: classref-property-setget
- void **set_bg_intensity** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_bg_intensity** **(** **)**
背景的亮度,单位是尼特(坎德拉/平方米)。仅当启用 :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` 时使用。默认值大致相当于正午时分的天空。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_background_mode:
.. rst-class:: classref-property
:ref:`BGMode<enum_Environment_BGMode>` **background_mode** = ``0``
.. rst-class:: classref-property-setget
- void **set_background** **(** :ref:`BGMode<enum_Environment_BGMode>` value **)**
- :ref:`BGMode<enum_Environment_BGMode>` **get_background** **(** **)**
背景模式。可能的取值见 :ref:`BGMode<enum_Environment_BGMode>`\ 。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_fog_aerial_perspective:
.. rst-class:: classref-property
:ref:`float<class_float>` **fog_aerial_perspective** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_fog_aerial_perspective** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fog_aerial_perspective** **(** **)**
如果设置大于 ``0.0``\ (不含),会在雾的颜色和背景 :ref:`Sky<class_Sky>` 的颜色之间进行混合。设置大于 ``0.0`` 时有较小的性能代价。必须将 :ref:`background_mode<class_Environment_property_background_mode>` 设置为 :ref:`BG_SKY<class_Environment_constant_BG_SKY>`\ 。
对于模拟雾密度较低的大场景中的\ `空气透视 <https://zh.wikipedia.org/wiki/%E7%A9%BA%E6%B0%94%E9%80%8F%E8%A7%86>`__\ 很有用。但对于高密度的雾来说不是很有用,因为天空会被照亮。设置为 ``1.0`` 时,雾的颜色完全来自 :ref:`Sky<class_Sky>`\ 。设置为 ``0.0`` 时,会禁用空气透视。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_fog_density:
.. rst-class:: classref-property
:ref:`float<class_float>` **fog_density** = ``0.01``
.. rst-class:: classref-property-setget
- void **set_fog_density** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fog_density** **(** **)**
要使用的\ *指数*\ 形式雾密度。值越高雾越密。雾的渲染是指数式的,和现实生活中相同。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_fog_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **fog_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_fog_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_fog_enabled** **(** **)**
如果为 ``true``\ ,则启用雾效果。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_fog_height:
.. rst-class:: classref-property
:ref:`float<class_float>` **fog_height** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_fog_height** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fog_height** **(** **)**
高度雾效果开始的高度。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_fog_height_density:
.. rst-class:: classref-property
:ref:`float<class_float>` **fog_height_density** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_fog_height_density** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fog_height_density** **(** **)**
用于随着高度降低而增加雾的密度。要使雾随着高度增加而增加,请使用负值。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_fog_light_color:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **fog_light_color** = ``Color(0.518, 0.553, 0.608, 1)``
.. rst-class:: classref-property-setget
- void **set_fog_light_color** **(** :ref:`Color<class_Color>` value **)**
- :ref:`Color<class_Color>` **get_fog_light_color** **(** **)**
雾的颜色。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_fog_light_energy:
.. rst-class:: classref-property
:ref:`float<class_float>` **fog_light_energy** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_fog_light_energy** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fog_light_energy** **(** **)**
雾的亮度。值越高,雾越亮。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_fog_sky_affect:
.. rst-class:: classref-property
:ref:`float<class_float>` **fog_sky_affect** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_fog_sky_affect** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fog_sky_affect** **(** **)**
非体积雾影响天空时使用的系数。\ ``1.0`` 表示雾可以完全遮蔽天空。较低的值会减少雾对天空渲染的影响,\ ``0.0`` 完全不影响天空的渲染。
\ **注意:**\ 如果 :ref:`fog_aerial_perspective<class_Environment_property_fog_aerial_perspective>```1.0``\ \ :ref:`fog_sky_affect<class_Environment_property_fog_sky_affect>` 不会有视觉效果。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_fog_sun_scatter:
.. rst-class:: classref-property
:ref:`float<class_float>` **fog_sun_scatter** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_fog_sun_scatter** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fog_sun_scatter** **(** **)**
如果设置为 ``0.0`` 以上,则根据视角以雾色渲染场景的定向光。这可以用来给人一种太阳正在“穿透”雾的印象。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_blend_mode:
.. rst-class:: classref-property
:ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **glow_blend_mode** = ``2``
.. rst-class:: classref-property-setget
- void **set_glow_blend_mode** **(** :ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` value **)**
- :ref:`GlowBlendMode<enum_Environment_GlowBlendMode>` **get_glow_blend_mode** **(** **)**
辉光混合模式。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_bloom:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_bloom** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_glow_bloom** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_glow_bloom** **(** **)**
泛光的强度。如果设置为大于 ``0`` 的值,则将在比 :ref:`glow_hdr_threshold<class_Environment_property_glow_hdr_threshold>` 成员更暗的区域中显示辉光。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **glow_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_glow_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_glow_enabled** **(** **)**
如果为 ``true``\ ,则启用辉光效果。
\ **注意:**\ 只有 Forward+ 和 Mobile 渲染方法支持辉光Compatibility 不支持。使用 Mobile 渲染方法时,辉光的外观会有些不同,因为 Mobile 渲染方法可用的动态范围较低。
.. 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``
.. rst-class:: classref-property-setget
- void **set_glow_hdr_luminance_cap** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_glow_hdr_luminance_cap** **(** **)**
HDR 辉光的较高阈值。比这个阈值更亮的区域将被限制,以达到辉光效果的目的。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_hdr_scale:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_hdr_scale** = ``2.0``
.. rst-class:: classref-property-setget
- void **set_glow_hdr_bleed_scale** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_glow_hdr_bleed_scale** **(** **)**
HDR 辉光的逸出缩放。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_hdr_threshold:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_hdr_threshold** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_glow_hdr_bleed_threshold** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_glow_hdr_bleed_threshold** **(** **)**
HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低的动态范围,最大为 ``2.0``\ ),需要低于 ``1.0`` 才能看到辉光。在这种情况下取 ``0.9`` 可以达到不错的效果。在 2D 中使用辉光时也需要降低到 ``1.0`` 以下,因为 2D 渲染使用 SDR。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_intensity:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_intensity** = ``0.8``
.. rst-class:: classref-property-setget
- void **set_glow_intensity** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_glow_intensity** **(** **)**
辉光效果的整体亮度倍数。使用 Mobile 渲染方法时(仅支持较低的动态范围,最大为 ``2.0``\ ),应将其增加到 ``1.5`` 进行补偿。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_levels/1:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_levels/1** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_glow_level** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` intensity **)**
- :ref:`float<class_float>` **get_glow_level** **(** :ref:`int<class_int>` idx **)** |const|
第 1 级辉光的强度。这是最“局部”的级别(最不模糊)。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_levels/2:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_levels/2** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_glow_level** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` intensity **)**
- :ref:`float<class_float>` **get_glow_level** **(** :ref:`int<class_int>` idx **)** |const|
第 2 级辉光的强度。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_levels/3:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_levels/3** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_glow_level** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` intensity **)**
- :ref:`float<class_float>` **get_glow_level** **(** :ref:`int<class_int>` idx **)** |const|
第 3 级辉光的强度。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_levels/4:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_levels/4** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_glow_level** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` intensity **)**
- :ref:`float<class_float>` **get_glow_level** **(** :ref:`int<class_int>` idx **)** |const|
第 4 级辉光的强度。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_levels/5:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_levels/5** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_glow_level** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` intensity **)**
- :ref:`float<class_float>` **get_glow_level** **(** :ref:`int<class_int>` idx **)** |const|
第 5 级辉光的强度。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_levels/6:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_levels/6** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_glow_level** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` intensity **)**
- :ref:`float<class_float>` **get_glow_level** **(** :ref:`int<class_int>` idx **)** |const|
第 6 级辉光的强度。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_levels/7:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_levels/7** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_glow_level** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` intensity **)**
- :ref:`float<class_float>` **get_glow_level** **(** :ref:`int<class_int>` idx **)** |const|
第 7 级辉光的强度。这是最“全局”的级别(最模糊)。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_map:
.. rst-class:: classref-property
:ref:`Texture<class_Texture>` **glow_map**
.. rst-class:: classref-property-setget
- void **set_glow_map** **(** :ref:`Texture<class_Texture>` value **)**
- :ref:`Texture<class_Texture>` **get_glow_map** **(** **)**
该纹理应被用作一个辉光贴图,以根据 :ref:`glow_map_strength<class_Environment_property_glow_map_strength>` *乘以* 生成的辉光颜色。这可以用来创建一个“镜头污垢”效果。该纹理的 RGB 颜色通道被用于调制,但 Alpha 通道将被忽略。
\ **注意:**\ 该纹理将被拉伸以适应屏幕。因此,建议使用长宽比与项目的基本长宽比(通常为 16:9相匹配的纹理。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_map_strength:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_map_strength** = ``0.8``
.. rst-class:: classref-property-setget
- void **set_glow_map_strength** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_glow_map_strength** **(** **)**
:ref:`glow_map<class_Environment_property_glow_map>` 应该对整体发光效果产生多大的影响。\ ``0.0`` 的强度,表示辉光贴图对整体辉光效果没有影响。\ ``1.0`` 的强度,表示辉光对整体辉光效果具有完全的效果(如果辉光贴图有黑色区域,则可以在屏幕的特定区域完全关闭辉光)。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_mix:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_mix** = ``0.05``
.. rst-class:: classref-property-setget
- void **set_glow_mix** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_glow_mix** **(** **)**
当使用 :ref:`GLOW_BLEND_MODE_MIX<class_Environment_constant_GLOW_BLEND_MODE_MIX>` :ref:`glow_blend_mode<class_Environment_property_glow_blend_mode>` 时,它控制源图像与辉光层混合的程度。\ ``0.0`` 的值使辉光渲染不可见,而 ``1.0`` 的值等效于 :ref:`GLOW_BLEND_MODE_REPLACE<class_Environment_constant_GLOW_BLEND_MODE_REPLACE>`\ 。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_normalized:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **glow_normalized** = ``false``
.. rst-class:: classref-property-setget
- void **set_glow_normalized** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_glow_normalized** **(** **)**
如果为 ``true``\ ,则辉光级别将被归一化,使强度的总和等于 ``1.0``\ 。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_glow_strength:
.. rst-class:: classref-property
:ref:`float<class_float>` **glow_strength** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_glow_strength** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_glow_strength** **(** **)**
辉光效果的强度。适用于屏幕上的辉光模糊,能够增加模糊的距离和强度。使用 Mobile 渲染方法时应将其提高,对低动态范围进行补偿。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_reflected_light_source:
.. rst-class:: classref-property
:ref:`ReflectionSource<enum_Environment_ReflectionSource>` **reflected_light_source** = ``0``
.. rst-class:: classref-property-setget
- void **set_reflection_source** **(** :ref:`ReflectionSource<enum_Environment_ReflectionSource>` value **)**
- :ref:`ReflectionSource<enum_Environment_ReflectionSource>` **get_reflection_source** **(** **)**
反射(镜面反射)光源。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_bounce_feedback:
.. rst-class:: classref-property
:ref:`float<class_float>` **sdfgi_bounce_feedback** = ``0.5``
.. rst-class:: classref-property-setget
- void **set_sdfgi_bounce_feedback** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_sdfgi_bounce_feedback** **(** **)**
使用 SDFGI 时,每次从表面反弹时应用于光的能量倍增器。大于 ``0.0`` 的值将模拟多次反弹,从而产生更逼真的外观。增加 :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>` 通常对性能没有影响。另见 :ref:`sdfgi_energy<class_Environment_property_sdfgi_energy>`\ 。
\ **注意:**\ 大于 ``0.5`` 的值会导致无限的反馈循环,应避免在具有明亮材质的场景中使用。
\ **注意:**\ 如果 :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>```0.0``\ ,间接照明会在反射中表现出来,因为光只会反弹一次。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_cascade0_distance:
.. rst-class:: classref-property
:ref:`float<class_float>` **sdfgi_cascade0_distance** = ``12.8``
.. rst-class:: classref-property-setget
- void **set_sdfgi_cascade0_distance** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_sdfgi_cascade0_distance** **(** **)**
**注意:**\ 该属性被链接到 :ref:`sdfgi_min_cell_size<class_Environment_property_sdfgi_min_cell_size>`:ref:`sdfgi_max_distance<class_Environment_property_sdfgi_max_distance>`\ 。更改其值也会自动更改这些属性。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_cascades:
.. rst-class:: classref-property
:ref:`int<class_int>` **sdfgi_cascades** = ``4``
.. rst-class:: classref-property-setget
- void **set_sdfgi_cascades** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_sdfgi_cascades** **(** **)**
用于 SDFGI 的级联数1 到 8 之间)。更高的级联数会以性能为代价,允许在更远的地方显示 SDFGI同时保持近距离的细节。在小型关卡上使用 SDFGI 时,通常 :ref:`sdfgi_cascades<class_Environment_property_sdfgi_cascades>` 可以被降低到 ``1````4`` 之间以提高性能。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **sdfgi_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_sdfgi_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_sdfgi_enabled** **(** **)**
如果为 ``true``\ ,则为将 :ref:`GeometryInstance3D.gi_mode<class_GeometryInstance3D_property_gi_mode>` 设置为 :ref:`GeometryInstance3D.GI_MODE_STATIC<class_GeometryInstance3D_constant_GI_MODE_STATIC>` 的网格,启用有符号距离场全局照明(即 SDFGI。SDFGI 是一种实时全局照明技术,适用于程序生成和用户构建的关卡,包括在游戏过程中创建几何体的情况。有符号距离场会在相机移动时自动围绕相机生成。支持动态光,但不支持动态遮挡物和自发光表面。
\ **注意:**\ SDFGI 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。
\ **性能:**\ SDFGI 对 GPU 的要求比较高,不适合集成显卡等低端硬件(可以考虑 :ref:`LightmapGI<class_LightmapGI>`\ )。要提高 SDFGI 性能,请在项目设置中启用 :ref:`ProjectSettings.rendering/global_illumination/gi/use_half_resolution<class_ProjectSettings_property_rendering/global_illumination/gi/use_half_resolution>`\ 。
\ **注意:**\ 网格应该有足够厚的壁以避免漏光(避免单面壁)。对于内部关卡,将关卡几何体放入一个足够大的盒子中,并桥接循环边以闭合网格。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_energy:
.. rst-class:: classref-property
:ref:`float<class_float>` **sdfgi_energy** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_sdfgi_energy** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_sdfgi_energy** **(** **)**
用于 SDFGI 的能量乘数。较高的值将导致更亮的间接照明和反射。另见 :ref:`sdfgi_bounce_feedback<class_Environment_property_sdfgi_bounce_feedback>`\ 。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_max_distance:
.. rst-class:: classref-property
:ref:`float<class_float>` **sdfgi_max_distance** = ``204.8``
.. rst-class:: classref-property-setget
- void **set_sdfgi_max_distance** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_sdfgi_max_distance** **(** **)**
SDFGI 可见的最大距离。超出该距离,环境照明或其他 GI 来源(例如 :ref:`ReflectionProbe<class_ReflectionProbe>`\ )将用作后备。
\ **注意:**\ 该属性被链接到 :ref:`sdfgi_min_cell_size<class_Environment_property_sdfgi_min_cell_size>`:ref:`sdfgi_cascade0_distance<class_Environment_property_sdfgi_cascade0_distance>`\ 。更改其值,也会自动更改这些属性。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_min_cell_size:
.. rst-class:: classref-property
:ref:`float<class_float>` **sdfgi_min_cell_size** = ``0.2``
.. rst-class:: classref-property-setget
- void **set_sdfgi_min_cell_size** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_sdfgi_min_cell_size** **(** **)**
用于最接近的 SDFGI 级联的像元大小(以 3D 单位表示)。较低的值允许 SDFGI 近距离更精确,但代价是 SDFGI 更新要求更高。当相机快速移动时,这可能会导致卡顿。较高的值允许 SDFGI 覆盖更多的范围,同时也降低了 SDFGI 更新对性能的影响。
\ **注意:**\ 该属性被链接到 :ref:`sdfgi_max_distance<class_Environment_property_sdfgi_max_distance>`:ref:`sdfgi_cascade0_distance<class_Environment_property_sdfgi_cascade0_distance>`\ 。更改其值也会自动更改这些属性。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_normal_bias:
.. rst-class:: classref-property
:ref:`float<class_float>` **sdfgi_normal_bias** = ``1.1``
.. rst-class:: classref-property-setget
- void **set_sdfgi_normal_bias** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_sdfgi_normal_bias** **(** **)**
用于 SDFGI 探针的正常偏差。增加此值可以减少倾斜表面上的可见条纹伪影,但会增加漏光。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_probe_bias:
.. rst-class:: classref-property
:ref:`float<class_float>` **sdfgi_probe_bias** = ``1.1``
.. rst-class:: classref-property-setget
- void **set_sdfgi_probe_bias** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_sdfgi_probe_bias** **(** **)**
用于 SDFGI 探针的恒定偏差。增加此值可以减少倾斜表面上的可见条纹伪影,但会增加漏光。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_read_sky_light:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **sdfgi_read_sky_light** = ``true``
.. rst-class:: classref-property-setget
- void **set_sdfgi_read_sky_light** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_sdfgi_reading_sky_light** **(** **)**
如果为 ``true``\ ,则 SDFGI 会考虑环境光照。对于室内场景,这应该被设置为 ``false``\ 。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_use_occlusion:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **sdfgi_use_occlusion** = ``false``
.. rst-class:: classref-property-setget
- void **set_sdfgi_use_occlusion** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_sdfgi_using_occlusion** **(** **)**
如果为 ``true``\ SDFGI 使用遮挡检测方法来减少漏光。然而,遮挡可能会在某些位置引入暗斑,这在大多数户外场景中可能是不希望的。\ :ref:`sdfgi_use_occlusion<class_Environment_property_sdfgi_use_occlusion>` 对性能有影响,只应在需要时启用。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sdfgi_y_scale:
.. rst-class:: classref-property
:ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **sdfgi_y_scale** = ``1``
.. rst-class:: classref-property-setget
- void **set_sdfgi_y_scale** **(** :ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` value **)**
- :ref:`SDFGIYScale<enum_Environment_SDFGIYScale>` **get_sdfgi_y_scale** **(** **)**
用于 SDFGI 单元格的 Y 缩放。较低的值将导致 SDFGI 单元格在 Y 轴上更紧密地堆积在一起。这用于在质量和覆盖大量垂直地面之间取得平衡。\ :ref:`sdfgi_y_scale<class_Environment_property_sdfgi_y_scale>` 应该根据场景的垂直程度(以及相机在 Y 轴上移动的速度)来设置。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sky:
.. rst-class:: classref-property
:ref:`Sky<class_Sky>` **sky**
.. rst-class:: classref-property-setget
- void **set_sky** **(** :ref:`Sky<class_Sky>` value **)**
- :ref:`Sky<class_Sky>` **get_sky** **(** **)**
**Environment** 所使用的 :ref:`Sky<class_Sky>` 资源。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sky_custom_fov:
.. rst-class:: classref-property
:ref:`float<class_float>` **sky_custom_fov** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_sky_custom_fov** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_sky_custom_fov** **(** **)**
如果被设置为大于 ``0.0`` 的值,则会覆盖用于天空渲染的视野。如果被设置为 ``0.0``\ ,则使用与当前 :ref:`Camera3D<class_Camera3D>` 相同的 FOV 进行天空渲染。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_sky_rotation:
.. rst-class:: classref-property
:ref:`Vector3<class_Vector3>` **sky_rotation** = ``Vector3(0, 0, 0)``
.. rst-class:: classref-property-setget
- void **set_sky_rotation** **(** :ref:`Vector3<class_Vector3>` value **)**
- :ref:`Vector3<class_Vector3>` **get_sky_rotation** **(** **)**
用于天空渲染的旋转。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssao_ao_channel_affect:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssao_ao_channel_affect** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_ssao_ao_channel_affect** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssao_ao_channel_affect** **(** **)**
定义了AO纹理的材质的屏幕空间环境遮挡强度。高于\ ``0``\ 的值将使SSAO效果在AO纹理变暗的区域可见。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssao_detail:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssao_detail** = ``0.5``
.. rst-class:: classref-property-setget
- void **set_ssao_detail** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssao_detail** **(** **)**
设置屏幕空间环境遮蔽效果的附加细节级别的强度。高的值会使细节传递更加突出,但它可能会导致最终图像中出现锯齿。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssao_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **ssao_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_ssao_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_ssao_enabled** **(** **)**
如果为 ``true``\ 则启用屏幕空间环境光遮蔽效果。这会使物体的角落和空腔变暗以模拟环境光像现实生活中那样不会到达整个物体。这适用于小型动态对象但烘焙照明或环境光遮蔽纹理在大型静态对象上显示环境光遮蔽方面效果更好。Godot 使用一种称为自适应屏幕空间环境光遮蔽的 SSAO 形式,它本身就是一种基于地平线的环境光遮蔽形式。
\ **注意:**\ SSAO 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssao_horizon:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssao_horizon** = ``0.06``
.. rst-class:: classref-property-setget
- void **set_ssao_horizon** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssao_horizon** **(** **)**
用于考虑表面上给定点是否被遮挡的阈值,表示为与地平线的角度,映射到 ``0.0-1.0`` 范围。\ ``1.0`` 的值不会导致遮蔽。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssao_intensity:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssao_intensity** = ``2.0``
.. rst-class:: classref-property-setget
- void **set_ssao_intensity** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssao_intensity** **(** **)**
主要屏幕空间的环境光遮蔽强度。用作屏幕空间环境光遮蔽效果的乘数。较高的值会导致较暗的遮蔽。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssao_light_affect:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssao_light_affect** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_ssao_direct_light_affect** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssao_direct_light_affect** **(** **)**
直射光下的屏幕空间环境光遮蔽强度。在现实生活中,环境遮挡只适用于间接光,也就是说在直射光下无法看到其效果。高于\ ``0``\ 的数值将使SSAO效果在直射光下可见。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssao_power:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssao_power** = ``1.5``
.. rst-class:: classref-property-setget
- void **set_ssao_power** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssao_power** **(** **)**
光遮蔽的分布。更高的值会导致更暗的光遮蔽,类似于 :ref:`ssao_intensity<class_Environment_property_ssao_intensity>`\ ,但衰减更剧烈。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssao_radius:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssao_radius** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_ssao_radius** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssao_radius** **(** **)**
计算屏幕空间环境光遮蔽时,对象可以相互遮蔽的距离。较高的值将导致以性能和质量为代价的更远距离的光遮蔽。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssao_sharpness:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssao_sharpness** = ``0.98``
.. rst-class:: classref-property-setget
- void **set_ssao_sharpness** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssao_sharpness** **(** **)**
允许屏幕空间环境光遮蔽效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出现锯齿。设置太低,会使对象边缘显得模糊。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssil_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **ssil_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_ssil_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_ssil_enabled** **(** **)**
如果为 ``true``\ ,则启用屏幕空间间接照明效果。屏幕空间间接照明是一种间接照明形式,它允许漫射光在附近的物体之间反射。屏幕空间间接照明与屏幕空间环境光遮蔽的工作方式非常相似,因为它只影响有限的范围。它旨在与 SDFGI 或 :ref:`VoxelGI<class_VoxelGI>` 等适当的全局照明形式一起使用。屏幕空间间接光照不受单个光源 :ref:`Light3D.light_indirect_energy<class_Light3D_property_light_indirect_energy>` 的影响。
\ **注意:**\ SSIL 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssil_intensity:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssil_intensity** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_ssil_intensity** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssil_intensity** **(** **)**
屏幕空间间接照明效果的亮度倍增器。更高的值会产生更亮的光。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssil_normal_rejection:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssil_normal_rejection** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_ssil_normal_rejection** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssil_normal_rejection** **(** **)**
计算屏幕空间间接照明时,使用的法线抛弃量。法线抛弃使用给定样本点的法线,来抛弃远离当前像素的样本。当只有物体的一侧被照亮时,为了避免漏光法线抛弃是必要的。但是,如果需要漏光,则可以禁用法线抛弃,例如当场景主要包含自发光对象,且其发光面从相机无法看到时。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssil_radius:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssil_radius** = ``5.0``
.. rst-class:: classref-property-setget
- void **set_ssil_radius** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssil_radius** **(** **)**
使用屏幕空间间接照明效果时,反射光可以传播的距离。较大的值,会导致光线在场景中进一步反弹,但可能会导致采样不足的伪影,看起来像光源周围的长尖峰。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssil_sharpness:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssil_sharpness** = ``0.98``
.. rst-class:: classref-property-setget
- void **set_ssil_sharpness** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssil_sharpness** **(** **)**
允许屏幕空间间接照明效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出现锯齿。设置太低,会使对象边缘显得模糊。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssr_depth_tolerance:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssr_depth_tolerance** = ``0.2``
.. rst-class:: classref-property-setget
- void **set_ssr_depth_tolerance** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssr_depth_tolerance** **(** **)**
屏幕空间反射的深度公差。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssr_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **ssr_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_ssr_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_ssr_enabled** **(** **)**
如果为 ``true``\ ,则启用屏幕空间反射。屏幕空间反射比来自 :ref:`VoxelGI<class_VoxelGI>` 或 :ref:`ReflectionProbe<class_ReflectionProbe>` 的反射更准确,但更慢并且不能反射被其他物体遮挡的表面。
\ **注意:**\ SSR 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssr_fade_in:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssr_fade_in** = ``0.15``
.. rst-class:: classref-property-setget
- void **set_ssr_fade_in** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssr_fade_in** **(** **)**
屏幕空间反射的淡入距离。影响从反射材质到屏幕空间反射的区域。只有正值有效(负值将被钳制为 ``0.0``\ )。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssr_fade_out:
.. rst-class:: classref-property
:ref:`float<class_float>` **ssr_fade_out** = ``2.0``
.. rst-class:: classref-property-setget
- void **set_ssr_fade_out** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_ssr_fade_out** **(** **)**
屏幕空间反射的淡出距离。影响从屏幕空间反射到“全局”反射的区域。只有正值有效(负值将被钳制为 ``0.0``\ )。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_ssr_max_steps:
.. rst-class:: classref-property
:ref:`int<class_int>` **ssr_max_steps** = ``64``
.. rst-class:: classref-property-setget
- void **set_ssr_max_steps** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_ssr_max_steps** **(** **)**
屏幕空间反射的最大步数。数值越高,速度越慢。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_tonemap_exposure:
.. rst-class:: classref-property
:ref:`float<class_float>` **tonemap_exposure** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_tonemap_exposure** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_tonemap_exposure** **(** **)**
色调映射的默认曝光。值越高,图像越亮。另见 :ref:`tonemap_white<class_Environment_property_tonemap_white>`\ 。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_tonemap_mode:
.. rst-class:: classref-property
:ref:`ToneMapper<enum_Environment_ToneMapper>` **tonemap_mode** = ``0``
.. rst-class:: classref-property-setget
- void **set_tonemapper** **(** :ref:`ToneMapper<enum_Environment_ToneMapper>` value **)**
- :ref:`ToneMapper<enum_Environment_ToneMapper>` **get_tonemapper** **(** **)**
要使用的色调映射模式。色调映射是对 HDR 值进行“转换”的过程,转换后的值适合在 LDR 显示器上渲染。Godot 尚不支持在 HDR 显示器上进行渲染。)
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_tonemap_white:
.. rst-class:: classref-property
:ref:`float<class_float>` **tonemap_white** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_tonemap_white** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_tonemap_white** **(** **)**
色调映射的白色参考值(也称为“白点”)。值越高,高光处的过曝越不明显,并且整个场景也会因此而略微变暗。仅当 :ref:`tonemap_mode<class_Environment_property_tonemap_mode>` 未设置为 :ref:`TONE_MAPPER_LINEAR<class_Environment_constant_TONE_MAPPER_LINEAR>` 时有效。另见 :ref:`tonemap_exposure<class_Environment_property_tonemap_exposure>`\ 。
.. 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)``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_albedo** **(** :ref:`Color<class_Color>` value **)**
- :ref:`Color<class_Color>` **get_volumetric_fog_albedo** **(** **)**
与灯光交互时体积雾的 :ref:`Color<class_Color>`\ 。当烟雾的反照率颜色更暗时,薄雾和雾的反照率颜色接近 ``Color(1, 1, 1, 1)``\ 。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_ambient_inject:
.. rst-class:: classref-property
:ref:`float<class_float>` **volumetric_fog_ambient_inject** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_ambient_inject** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_volumetric_fog_ambient_inject** **(** **)**
衡量体积雾中使用的环境光的强度。值为 ``0.0`` ,意味着环境光不会影响体积雾。当 :ref:`volumetric_fog_ambient_inject<class_Environment_property_volumetric_fog_ambient_inject>` 设置高于 ``0.0`` 时,会有一个小的性能成本。
\ **注意:**\ 如果 :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>```0.0``\ ,或 :ref:`volumetric_fog_albedo<class_Environment_property_volumetric_fog_albedo>` 是全黑的颜色,则该属性没有可见效果。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_anisotropy:
.. rst-class:: classref-property
:ref:`float<class_float>` **volumetric_fog_anisotropy** = ``0.2``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_anisotropy** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_volumetric_fog_anisotropy** **(** **)**
散射光穿过体积雾时的方向。接近 ``1.0`` 的值意味着几乎所有的光都是向前散射的。接近 ``0.0`` 的值表示光在所有方向上均匀散射。接近 ``-1.0`` 的值表示光主要向后散射。雾和薄雾会稍微向前散射光,而烟雾则向各个方向均匀散射光。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_density:
.. rst-class:: classref-property
:ref:`float<class_float>` **volumetric_fog_density** = ``0.05``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_density** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_volumetric_fog_density** **(** **)**
体积雾的基本\ *指数*\ 密度。将其设置为希望全局拥有的最低密度。\ :ref:`FogVolume<class_FogVolume>` 可用于增加或减少特定区域的密度。雾渲染如同在现实生活中一样是指数式的。
\ ``0.0`` 的值会禁用全局体积雾,同时允许 :ref:`FogVolume<class_FogVolume>` 在特定区域显示体积雾。
要使体积雾作为一种体积\ *照明*\ 解决方案,请将 :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>` 设置为最低的非零值(\ ``0.0001``\ ),然后将灯光的 :ref:`Light3D.light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` 增加到 ``10000````100000`` 之间的值,以补偿极低的密度。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_detail_spread:
.. rst-class:: classref-property
:ref:`float<class_float>` **volumetric_fog_detail_spread** = ``2.0``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_detail_spread** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_volumetric_fog_detail_spread** **(** **)**
视锥体素缓冲区长度的大小分布。较高的值会压缩更靠近相机的视锥体素,并将更多细节放置在更靠近相机的位置。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_emission:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **volumetric_fog_emission** = ``Color(0, 0, 0, 1)``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_emission** **(** :ref:`Color<class_Color>` value **)**
- :ref:`Color<class_Color>` **get_volumetric_fog_emission** **(** **)**
从体积雾发出的光。即使有自发光,体积雾也不会将光投射到其他表面上。自发光对于建立环境颜色很有用。由于体积雾效果仅使用单次散射,因此雾往往需要一点点自发光来柔化刺眼的阴影。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_emission_energy:
.. rst-class:: classref-property
:ref:`float<class_float>` **volumetric_fog_emission_energy** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_emission_energy** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_volumetric_fog_emission_energy** **(** **)**
从体积雾发出的光的亮度。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **volumetric_fog_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_volumetric_fog_enabled** **(** **)**
启用体积雾效果。体积雾使用与屏幕对齐的视锥体素缓冲区,来计算短至中等范围内的精确体积散射。体积雾与 :ref:`FogVolume<class_FogVolume>` 和灯光交互,以计算局部和全局的雾。体积雾使用一个基于消光、散射、和自发光的 PBR 单一散射模型,它以密度、反照率、和自发光的形式暴露给用户。
\ **注意:**\ 体积雾只支持 Forward+ 渲染方式,不支持移动和兼容模式。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_gi_inject:
.. rst-class:: classref-property
:ref:`float<class_float>` **volumetric_fog_gi_inject** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_gi_inject** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_volumetric_fog_gi_inject** **(** **)**
衡量体积雾的反照率颜色中使用的全局照明的强度。值为\ ``0.0`` ,意味着全局照明不会影响体积雾。当 :ref:`volumetric_fog_gi_inject<class_Environment_property_volumetric_fog_gi_inject>` 设置高于\ ``0.0`` 时,会有很小的性能成本。
\ **注意:**\ 如果 :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>```0.0``\ ,或 :ref:`volumetric_fog_albedo<class_Environment_property_volumetric_fog_albedo>` 是全黑的颜色,则该选项没有可见效果。
\ **注意:**\ 在使用 :ref:`volumetric_fog_gi_inject<class_Environment_property_volumetric_fog_gi_inject>` 时,只有 :ref:`VoxelGI<class_VoxelGI>` 和 SDFGI\ :ref:`sdfgi_enabled<class_Environment_property_sdfgi_enabled>`\ )会被考虑到。来自 :ref:`LightmapGI<class_LightmapGI>`\ 、\ :ref:`ReflectionProbe<class_ReflectionProbe>` 和 SSIL参见 :ref:`ssil_enabled<class_Environment_property_ssil_enabled>`\ )的全局照明将被体积雾所忽略。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_length:
.. rst-class:: classref-property
:ref:`float<class_float>` **volumetric_fog_length** = ``64.0``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_length** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_volumetric_fog_length** **(** **)**
计算体积雾的距离。增加以在更大范围内计算雾,减少以在不需要长范围时添加更多细节。为了获得最佳质量的雾,请将其保持在尽可能低的水平。另请参阅 :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``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_sky_affect** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_volumetric_fog_sky_affect** **(** **)**
使用体积雾影响天空时使用的系数。\ ``1.0``\ 表示体积雾可以完全遮蔽天空。较低的值会减少体积雾对天空渲染的影响,\ ``0.0`` 根本不会影响天空的渲染。
\ **注意:**\ 即使 :ref:`volumetric_fog_density<class_Environment_property_volumetric_fog_density>```0.0``\ \ :ref:`volumetric_fog_sky_affect<class_Environment_property_volumetric_fog_sky_affect>` 也会影响 :ref:`FogVolume<class_FogVolume>`\ 。如果发现 :ref:`FogVolume<class_FogVolume>` 在仰望天空时正在消失,请将 :ref:`volumetric_fog_sky_affect<class_Environment_property_volumetric_fog_sky_affect>` 设置为 ``1.0``\ 。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_temporal_reprojection_amount:
.. rst-class:: classref-property
:ref:`float<class_float>` **volumetric_fog_temporal_reprojection_amount** = ``0.9``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_temporal_reprojection_amount** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_volumetric_fog_temporal_reprojection_amount** **(** **)**
将最后一帧与当前帧混合的量。更高的数值会导致体积雾更平滑,但会使“重影”变得更糟。更低的值会减少重影,但会导致每帧时间抖动变得可见。
.. rst-class:: classref-item-separator
----
.. _class_Environment_property_volumetric_fog_temporal_reprojection_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **volumetric_fog_temporal_reprojection_enabled** = ``true``
.. rst-class:: classref-property-setget
- void **set_volumetric_fog_temporal_reprojection_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_volumetric_fog_temporal_reprojection_enabled** **(** **)**
在体积雾中启用时间重投影。时间重投影将当前帧的体积雾与上一帧的体积雾混合,以平滑锯齿状的边缘。性能成本最小;但是,它会导致移动 :ref:`FogVolume<class_FogVolume>`:ref:`Light3D<class_Light3D>` 时“重影”,并在它们身后留下痕迹。启用时间重投影时,尽量避免将 :ref:`FogVolume<class_FogVolume>`:ref:`Light3D<class_Light3D>` 移动得太快。短暂的动态光照效果应将 :ref:`Light3D.light_volumetric_fog_energy<class_Light3D_property_light_volumetric_fog_energy>` 设置为 ``0.0`` 以避免重影。
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
方法说明
--------
.. _class_Environment_method_get_glow_level:
.. rst-class:: classref-method
:ref:`float<class_float>` **get_glow_level** **(** :ref:`int<class_int>` idx **)** |const|
返回辉光级别 ``idx`` 的强度。
.. rst-class:: classref-item-separator
----
.. _class_Environment_method_set_glow_level:
.. rst-class:: classref-method
void **set_glow_level** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` intensity **)**
设置辉光级别 ``idx`` 的强度。大于 ``0.0`` 时启用该级别。每个级别都依赖于前一个级别。这意味着启用较高的辉光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
.. |const| replace:: :abbr:`const (本方法没有副作用。不会修改该实例的任何成员变量。)`
.. |vararg| replace:: :abbr:`vararg (本方法除了在此处描述的参数外,还能够继续接受任意数量的参数。)`
.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
.. |static| replace:: :abbr:`static (调用本方法无需实例,所以可以直接使用类名调用。)`
.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效操作符。)`
.. |bitfield| replace:: :abbr:`BitField (这个值是由下列标志构成的位掩码整数。)`