Table of Contents

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

bool

AutoExposureScale

The scale of the auto exposure effect. Affects the intensity of auto exposure.

public float AutoExposureScale { get; set; }

Property Value

float

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

float

ExposureMultiplier

Multiplier for the exposure amount. A higher value results in a brighter image.

public float ExposureMultiplier { get; set; }

Property Value

float

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

float

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_name

Name of the method to check for.

Returns

bool

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_name

Name of the signal to check for.

Returns

bool

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_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool