Class CameraAttributes
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Controls camera-specific attributes such as 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.
See also Environment for general 3D environment settings.
This is a pure virtual class that is inherited by CameraAttributesPhysical and CameraAttributesPractical.
public class CameraAttributes : Resource, IDisposable
- Inheritance
-
CameraAttributes
- Implements
- Derived
- Inherited Members
Constructors
CameraAttributes()
public CameraAttributes()
Properties
AutoExposureEnabled
If true
, enables the tonemapping auto exposure mode of the scene renderer. If true
, the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
public bool AutoExposureEnabled { get; set; }
Property Value
AutoExposureScale
The scale of the auto exposure effect. Affects the intensity of auto exposure.
public float AutoExposureScale { get; set; }
Property Value
AutoExposureSpeed
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
public float AutoExposureSpeed { get; set; }
Property Value
ExposureMultiplier
Multiplier for the exposure amount. A higher value results in a brighter image.
public float ExposureMultiplier { get; set; }
Property Value
ExposureSensitivity
Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image. Only available when ProjectSettings.rendering/lights_and_shadows/use_physical_light_units
is enabled. When AutoExposureEnabled this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
public float ExposureSensitivity { get; set; }
Property Value
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.