Instance Propertymigueldeicaza.swiftgodot 0.45.0SwiftGodot
dynamicRange
The dynamic range to use (1.0
represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it’s recommended to use the lowest value that does not result in visible light clipping.
final var dynamicRange: Double { get set }
Other members in extension
Type members
Instance members
var bias: Double
The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set
bias
to0.0
andnormalBias
to a value between1.0
and2.0
.var energy: Double
The energy of the indirect lighting and reflections produced by the
VoxelGI
node. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasingpropagation
while increasingenergy
at the same time. See alsouseTwoBounces
which influences the indirect lighting’s effective brightness.var interior: Bool
If
true
,Environment
lighting is ignored by theVoxelGI
node. Iffalse
,Environment
lighting is taken into account by theVoxelGI
node.Environment
lighting updates in real-time, which means it can be changed without having to bake theVoxelGI
node again.var normalBias: Double
The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also
bias
. To prioritize hiding self-reflections over lighting quality, setbias
to0.0
andnormalBias
to a value between1.0
and2.0
.var propagation: Double
The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing
propagation
while increasingenergy
at the same time. See alsouseTwoBounces
which influences the indirect lighting’s effective brightness.var useTwoBounces: Bool
If
true
, performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enablinguseTwoBounces
, adjustpropagation
andenergy
.func allocate(toCellXform: Transform3D, aabb: AABB, octreeSize: Vector3, octreeCells: PackedByteArray, dataCells: PackedByteArray, distanceField: PackedByteArray, levelCounts: PackedInt32Array
) func getBounds(
) -> AABB Returns the bounds of the baked voxel data as an
AABB
, which should matchsize
after being baked (which only contains the size as aVector3
).func getDataCells(
) -> PackedByteArray func getLevelCounts(
) -> PackedInt32Array func getOctreeCells(
) -> PackedByteArray func getOctreeSize(
) -> Vector3 func getToCellXform(
) -> Transform3D