Table of Contents

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

float

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

float

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

float

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

float

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

bool

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

float

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

float

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

bool

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

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