Overview
The Environment resource controls the rendering environment of your scene, including background, ambient lighting, fog, sky, and post-processing effects. It’s used with WorldEnvironment nodes to define the visual atmosphere.WorldEnvironment node
Add environmental settings to your scene:Only one WorldEnvironment should be active per scene. If multiple exist, the one highest in the scene tree takes priority.
Background modes
Configure how the background is rendered:Sky background
Color background
Canvas background
Keep background
Camera feed background
Sky types
ProceduralSkyMaterial
Generate sky procedurally:PanoramaSkyMaterial
Use an HDR panorama image:PhysicalSkyMaterial
Physically-based atmospheric scattering:Ambient light
Control ambient lighting in the scene:Ambient light sources
Background
Background
Ambient light matches the background color or sky.
Disabled
Disabled
No ambient light. Only direct lighting affects objects.
Color
Color
Use a solid color for ambient light.
Sky
Sky
Sample the sky for ambient light (most realistic).
Fog
Add atmospheric fog to your scene:Volumetric fog
Depth fog
Exponential fog
Tonemapping
Control HDR to LDR conversion:Auto exposure
Glow (bloom)
Add bloom/glow effects:Screen-space reflections (SSR)
SSR is only available with the Forward+ renderer.
Screen-space ambient occlusion (SSAO)
Screen-space indirect lighting (SSIL)
Adjustments
Final color adjustments:Depth of field (DOF)
DOF Far
DOF Near
DOF quality
Global illumination
SDFGI (Signed Distance Field GI)
SDFGI is only available with the Forward+ renderer and provides real-time global illumination.
VoxelGI
Camera attributes
Override per-camera settings:Common environment presets
Outdoor daytime
Indoor scene
Foggy atmosphere
Stylized/cartoon
Performance optimization
Disable unused effects
Turn off SSAO, SSR, and volumetric fog when not needed.
Adjust quality settings
Lower quality settings in project settings for better performance.
Use simpler sky types
ProceduralSkyMaterial is faster than PhysicalSkyMaterial.
Limit glow levels
Enable only necessary glow levels to reduce blur passes.
Dynamic environment changes
Next steps
Shaders
Create custom shader effects
Particles
Add particle systems