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favicon.ico: docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html - Environment and post-processin.

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site title: Environment and post-processing Godot Engine (stable) documentation in English

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description=Godot 4 provides a redesigned Environment resource, as well as a new post-processing system with many available effects right out of the box. Environment: The Environment resource stores all the in...;

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environment, screen, and, priority, space, field, glow, blur, post, processing, camera, options, node, ambient, light, using, fog, depth, of, exposure, attributes, mid, effects, attribute, user, contributed, notes, camera3d, high, worldenvironment, medium, recommended, preview, sun, low, background, sky, materials, reflected, tonemap, reflections, ssr, occlusion, ssao, indirect, lighting, ssil, signed, distance, global, illumination, sdfgi, in, 2d, to, the, volumetric, adjustments, far, near, auto,

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ar white the white reference value for tonemapping which indicates where bright white is located in the scale of values provided to the tonemapper for photorealistic lighting recommended values are between 6 0 and 8 0 higher values result in less blown out highlights but may make the scene appear lower contrast white is not available when using linear if you re using agx the mobile renderer and hdr 2d is disabled then the value set here will be ignored and a value of 2 0 will be used instead agx contrast only available when using agx increasing this makes dark values darker and bright values brighter it creates better results than the contrast option in the adjustment section at no additional performance cost mid and post processing effects the environment resource supports many popular mid and post processing effects note screen space effects such as ssr ssao ssil and glow do not operate on geometry that is located outside the camera view or is occluded by other opaque geometry consider this when tweaking their settings to avoid distracting changes during gameplay screen space reflections ssr this feature is only available when using the forward renderer not mobile or compatibility while godot supports several sources of reflection data such as reflection probes they may not provide enough detail for all situations scenarios where screen space reflections make the most sense are when objects are in contact with each other object over floor over a table floating on water etc on top of providing more detail screen space reflections also work in real time while other types of reflections are usually precomputed this can be used to make characters cars etc reflect on surrounding surfaces when moving around screen space reflections can be used at the same time as other reflection sources to benefit from detailed reflections when possible while having a fallback when screen space reflections cannot be used for example to reflect off screen objects a few user controlled parameters are available to better tweak the technique max steps determines the maximum length of the reflection the bigger this number the more costly it is to compute fade in allows adjusting the fade in curve which is useful to make the contact area softer fade out allows adjusting the fade out curve so the step limit fades out softly depth tolerance can be used to allow screen space rays to pass behind objects the rays will treat each object as if it has this depth in determining if it can pass behind the object higher values will make screen space reflections exhibit fewer breakups at the cost of some objects creating physically incorrect reflections additionally you can adjust the quality of ssr in the project settings by toggling rendering environment screen space reflection half size by default screen space reflections are rendered at half resolution for performance reasons disabling this setting will make the effect render at full resolution which improves quality at the cost of increased gpu utilization note keep in mind that screen space reflections only work for reflecting opaque geometry transparent materials won t be reflected as they don t write to the depth buffer this also applies to shaders that use hint_screen_texture or hint_depth_texture uniforms screen space ambient occlusion ssao this feature is only available when using the forward and compatibility renderers not mobile as mentioned in the ambient section areas where light from light nodes does not reach either because it s outside the radius or shadowed are lit with ambient light godot can simulate this using voxelgi reflectionprobe the sky or a constant ambient color the problem however is that all the methods proposed previously act more on a larger scale large regions than at the smaller geometry level constant ambient color and sky are the same everywhere while gi and reflection probes have more local detail but not enough to simulate situations where light is not able to fill inside hollow or concave features this can be simulated with screen space ambient occlusion as you can see in the image below its purpose is to make sure concave areas are darker simulating a narrower path for the light to enter it is a common mistake to enable this effect turn on a light and not be able to appreciate it this is because ssao only acts on ambient light it does not affect direct light this is why in the image above the effect is less noticeable under the direct light on the left if you want to force ssao to work with direct light too use the light affect parameter even though this is not physically correct some artists like how it looks ssao looks best when combined with a real source of indirect light like voxelgi tweaking ssao is possible with several parameters radius the distance at which objects can occlude each other when calculating screen space ambient occlusion higher values will result in occlusion over a greater distance at the cost of performance and quality intensity the primary screen space ambient occlusion intensity acts as a multiplier for the screen space ambient occlusion effect a higher value results in darker occlusion since ssao is a screen space effect it s recommended to remain conservative with this value ssao that is too strong can be distracting during gameplay power the distribution of occlusion a higher value results in darker occlusion similar to intensity but with a sharper falloff detail sets the strength of the additional level of detail for the screen space ambient occlusion effect a high value makes the detail pass more prominent but it may contribute to aliasing in your final image horizon the threshold for considering whether a given point on a surface is occluded or not represented as an angle from the horizon mapped into the 0 0 1 0 range a value of 1 0 results in no occlusion sharpness the amount that the screen space ambient occlusion effect is allowed to blur over the edges of objects setting too high will result in aliasing around the edges of objects setting too low will make object edges appear blurry light affect the screen space ambient occlusion intensity in direct light in real life ambient occlusion only applies to indirect light which means its effects can t be seen in direct light values higher than 0 will make the ssao effect visible in direct light values above 0 0 are not physically accurate but some artists prefer this effect ao channel affect the screen space ambient occlusion intensity on materials that have an ao texture defined values higher than 0 0 will make the ssao effect visible in areas darkened by ao textures additionally you can adjust the quality of ssao in the project settings rendering environment ssao section quality sets the quality of the screen space ambient occlusion effect higher values take more samples and so will result in better quality at the cost of performance setting this to ultra will use the adaptive target setting see below half size if true screen space ambient occlusion will be rendered at half size and then upscaled before being added to the scene this is significantly faster but may miss small details if false screen space ambient occlusion will be rendered at full size adaptive target quality target to use when quality is set to ultra a value of 0 0 provides a quality and speed similar to medium while a value of 1 0 provides much higher quality than any of the other settings at the cost of performance blur passes number of blur passes to use when computing screen space ambient occlusion a higher number will result in a smoother look but will be slower to compute and will have less high frequency detail fadeout from distance at which the screen space ambient occlusion effect starts to fade out use this hide ambient occlusion from far away fadeout to distance at which the screen space ambient occlusion is fully faded out use this hide ambient occlusion from far away note since godot 4 6 a simplified version of ssao is available in the compatibility renderer this implementation has a different look but should perform significantly better on low end devices compared to ssao in forward when using the compatibility renderer only the radius and intensity parameters can be adjusted screen space indirect lighting ssil this feature is only available when using the forward renderer not mobile or compatibility ssil provides indirect lighting for small details or dynamic geometry that other global illumination techniques cannot cover this applies to bounced diffuse lighting but also emissive materials when ssil is enabled on its own the effect may not be that noticeable which is intended instead ssil is meant to be used as a complement to other global illumination techniques such as voxelgi sdfgi and lightmapgi ssil also provides a subtle ambient occlusion effect similar to ssao but with less detail this feature only provides indirect lighting it is not a full global illumination solution this makes it different from screen space global illumination ssgi offered by other 3d engines ssil can be combined with ssr and or ssao for greater visual quality at the cost of performance tweaking ssil is possible with several parameters radius the distance that bounced lighting can travel when using the screen space indirect lighting effect a larger value will result in light bouncing further in a scene but may result in under sampling artifacts which look like long spikes surrounding light sources intensity the brightness multiplier for the screen space indirect lighting effect a higher value will result in brighter light sharpness the amount that the screen space indirect lighting effect is allowed to blur over the edges of objects setting too high will result in aliasing around the edges of objects setting too low will make object edges appear blurry normal rejection amount of normal rejection used when calculating screen space indirect lighting normal rejection uses the normal of a given sample point to reject samples that are facing away from the current pixel normal rejection is necessary to avoid light leaking when only one side of an object is illuminated however normal rejection can be disabled if light leaking is desirable such as when the scene mostly contains emissive objects that emit light from faces that cannot be seen from the camera additionally you can adjust the quality of ssil in the project settings rendering environment ssil section quality sets the quality of the screen space ambient occlusion effect higher values take more samples and so will result in better quality at the cost of performance setting to ultra will use the adaptive target setting see below half size if true screen space ambient occlusion will be rendered at half size and then upscaled before being added to the scene this is significantly faster but may miss small details if false screen space ambient occlusion will be rendered at full size adaptive target quality target to use when quality is set to ultra a value of 0 0 provides a quality and speed similar to medium while a value of 1 0 provides much higher quality than any of the other settings at the cost of performance when using the adaptive target the performance cost scales with the complexity of the scene blur passes number of blur passes to use when computing screen space indirect lighting a higher number will result in a smoother look but will be slower to compute and will have less high frequency detail fadeout from distance at which the screen space indirect lighting effect starts to fade out use this to hide screen space indirect lighting from far away fadeout to distance at which the screen space indirect lighting is fully faded out use this to hide screen space indirect lighting from far away signed distance field global illumination sdfgi this feature is only available when using the forward renderer not mobile or compatibility signed distance field global illumination sdfgi is a form of real time global illumination it is not a screen space effect which means it can provide global illumination for off screen elements unlike ssil see also see signed distance field global illumination sdfgi for instructions on setting up this global illumination technique glow note when using the compatibility rendering method glow uses a different implementation with some properties being unavailable and hidden from the inspector levels normalized strength blend mode mix map and map strength this implementation is optimized to run on low end devices and is less flexible as a result in photography and film when light amount exceeds the maximum luminance brightness supported by the media it generally bleeds outwards to darker regions of the image this is simulated in godot with the glow effect by default even if the effect is enabled it will be weak or invisible one of two conditions need to happen for it to actually show the light in a pixel surpasses the hdr threshold where 0 is all light surpasses it and 1 0 is light over the tonemapper white value normally this value is expected to be at 1 0 but it can be lowered to allow more light to bleed there is also an extra parameter hdr scale that allows scaling making brighter or darker the light surpassing the threshold the bloom property has a value greater than 0 0 as it increases it sends the whole screen to the glow processor at higher amounts both will cause the light to start bleeding out of the brighter areas once glow is visible it can be controlled with a few extra parameters intensity is an overall scale for the effect it can be made stronger or weaker 0 0 removes it strength is how strong the gaussian filter kernel is processed greater values make the filter saturate and expand outwards in general changing this is not needed as the size can be adjusted more efficiently with the levels the blend mode of the effect can also be changed additive is the strongest one as it only adds the glow effect over the image with no blending involved in general it s too strong to be used but can look good with low intensity bloom produces a dream like effect screen ensures glow never brightens more than itself and it works great as an all around softlight is the default and weakest one producing only a subtle color disturbance around the objects this mode works best on dark scenes replace can be used to blur the whole screen or debug the effect it only shows the glow effect without the image below mix mixes the glow effect with the main image this can be used for greater artistic control the mix factor is controlled by the mix property which appears above the blend mode only when the blend mode is set to mix high mix factor values will appear to darken the image unless bloom is increased to change the glow effect size and shape godot provides levels smaller levels are strong glows that appear around objects while large levels are hazy glows covering the whole screen the real strength of this system though is to 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