mirror of
https://github.com/godotengine/godot.git
synced 2024-12-02 00:52:50 +00:00
81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
44 lines
4.6 KiB
XML
44 lines
4.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="CameraAttributesPractical" inherits="CameraAttributes" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Camera settings in an easy to use format.
|
|
</brief_description>
|
|
<description>
|
|
Controls camera-specific attributes such as auto-exposure, depth of field, and exposure override.
|
|
When used in a [WorldEnvironment] it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D] it will override any [CameraAttributes] set in the [WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<members>
|
|
<member name="auto_exposure_max_sensitivity" type="float" setter="set_auto_exposure_max_sensitivity" getter="get_auto_exposure_max_sensitivity" default="800.0">
|
|
The maximum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.
|
|
</member>
|
|
<member name="auto_exposure_min_sensitivity" type="float" setter="set_auto_exposure_min_sensitivity" getter="get_auto_exposure_min_sensitivity" default="0.0">
|
|
The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.
|
|
</member>
|
|
<member name="dof_blur_amount" type="float" setter="set_dof_blur_amount" getter="get_dof_blur_amount" default="0.1">
|
|
Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of bluriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
|
|
</member>
|
|
<member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0">
|
|
Objects further from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters.
|
|
</member>
|
|
<member name="dof_blur_far_enabled" type="bool" setter="set_dof_blur_far_enabled" getter="is_dof_blur_far_enabled" default="false">
|
|
Enables depth of field blur for objects further than [member dof_blur_far_distance]. Strength of blur is controlled by [member dof_blur_amount] and modulated by [member dof_blur_far_transition].
|
|
[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
|
|
</member>
|
|
<member name="dof_blur_far_transition" type="float" setter="set_dof_blur_far_transition" getter="get_dof_blur_far_transition" default="5.0">
|
|
When positive, distance over which (starting from [member dof_blur_far_distance]) blur effect will scale from 0 to [member dof_blur_amount]. When negative, uses physically-based scaling so depth of field effect will scale from 0 at [member dof_blur_far_distance] and will increase in a physically accurate way as objects get further from the [Camera3D].
|
|
</member>
|
|
<member name="dof_blur_near_distance" type="float" setter="set_dof_blur_near_distance" getter="get_dof_blur_near_distance" default="2.0">
|
|
Objects closer from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters.
|
|
</member>
|
|
<member name="dof_blur_near_enabled" type="bool" setter="set_dof_blur_near_enabled" getter="is_dof_blur_near_enabled" default="false">
|
|
Enables depth of field blur for objects closer than [member dof_blur_near_distance]. Strength of blur is controlled by [member dof_blur_amount] and modulated by [member dof_blur_near_transition].
|
|
[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
|
|
</member>
|
|
<member name="dof_blur_near_transition" type="float" setter="set_dof_blur_near_transition" getter="get_dof_blur_near_transition" default="1.0">
|
|
When positive, distance over which blur effect will scale from 0 to [member dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, uses physically-based scaling so depth of field effect will scale from 0 at [member dof_blur_near_distance] and will increase in a physically accurate way as objects get closer to the [Camera3D].
|
|
</member>
|
|
</members>
|
|
</class>
|