Class CameraAttributesPractical
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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.
public class CameraAttributesPractical : CameraAttributes, IDisposable
- Inheritance
-
CameraAttributesPractical
- Implements
- Inherited Members
Constructors
CameraAttributesPractical()
public CameraAttributesPractical()
Properties
AutoExposureMaxSensitivity
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.
public float AutoExposureMaxSensitivity { get; set; }
Property Value
AutoExposureMinSensitivity
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.
public float AutoExposureMinSensitivity { get; set; }
Property Value
DofBlurAmount
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 blurriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
public float DofBlurAmount { get; set; }
Property Value
DofBlurFarDistance
Objects further from the Camera3D by this amount will be blurred by the depth of field effect. Measured in meters.
public float DofBlurFarDistance { get; set; }
Property Value
DofBlurFarEnabled
Enables depth of field blur for objects further than DofBlurFarDistance. Strength of blur is controlled by DofBlurAmount and modulated by DofBlurFarTransition.
Note: Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
public bool DofBlurFarEnabled { get; set; }
Property Value
DofBlurFarTransition
When positive, distance over which (starting from DofBlurFarDistance) blur effect will scale from 0 to DofBlurAmount. When negative, uses physically-based scaling so depth of field effect will scale from 0 at DofBlurFarDistance and will increase in a physically accurate way as objects get further from the Camera3D.
public float DofBlurFarTransition { get; set; }
Property Value
DofBlurNearDistance
Objects closer from the Camera3D by this amount will be blurred by the depth of field effect. Measured in meters.
public float DofBlurNearDistance { get; set; }
Property Value
DofBlurNearEnabled
Enables depth of field blur for objects closer than DofBlurNearDistance. Strength of blur is controlled by DofBlurAmount and modulated by DofBlurNearTransition.
Note: Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
public bool DofBlurNearEnabled { get; set; }
Property Value
DofBlurNearTransition
When positive, distance over which blur effect will scale from 0 to DofBlurAmount, ending at DofBlurNearDistance. When negative, uses physically-based scaling so depth of field effect will scale from 0 at DofBlurNearDistance and will increase in a physically accurate way as objects get closer to the Camera3D.
public float DofBlurNearTransition { 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.