godot/doc/classes/CameraAttributesPractical.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraAttributesPractical" inherits="CameraAttributes" version="4.0" 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].
</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].
</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>