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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:
PhysicalSkyMaterial provides the most realistic sky but is more computationally expensive than ProceduralSkyMaterial.

Ambient light

Control ambient lighting in the scene:

Ambient light sources

Ambient light matches the background color or sky.
No ambient light. Only direct lighting affects objects.
Use a solid color for ambient light.
Sample the sky for ambient light (most realistic).

Fog

Add atmospheric fog to your scene:

Volumetric fog

Depth fog

Exponential fog

Volumetric fog is expensive. Use it sparingly and adjust the detail settings for better performance.

Tonemapping

Control HDR to LDR conversion:

Auto exposure

Glow (bloom)

Add bloom/glow effects:
Enable only the glow levels you need. Each enabled level adds processing cost.

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