godot/doc/classes/ProceduralSkyMaterial.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ProceduralSkyMaterial" inherits="Material" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
A material that defines a simple sky for a [Sky] resource.
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</brief_description>
<description>
[ProceduralSkyMaterial] provides a way to create an effective background quickly by defining procedural parameters for the sun, the sky and the ground. The sky and ground are defined by a main color, a color at the horizon, and an easing curve to interpolate between them. Suns are described by a position in the sky, a color, and a max angle from the sun at which the easing curve ends. The max angle therefore defines the size of the sun in the sky.
[ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, direction, and angular distance of the first four [DirectionalLight3D] nodes in the scene. This means that the suns are defined individually by the properties of their corresponding [DirectionalLight3D]s and globally by [member sun_angle_max] and [member sun_curve].
[ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is therefore suited for real-time updates. This makes it a great option for a sky that is simple and computationally cheap, but unrealistic. If you need a more realistic procedural option, use [PhysicalSkyMaterial].
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</description>
<tutorials>
</tutorials>
<members>
<member name="energy_multiplier" type="float" setter="set_energy_multiplier" getter="get_energy_multiplier" default="1.0">
The sky's overall brightness multiplier. Higher values result in a brighter sky.
</member>
<member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.2, 0.169, 0.133, 1)">
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Color of the ground at the bottom. Blends with [member ground_horizon_color].
</member>
<member name="ground_curve" type="float" setter="set_ground_curve" getter="get_ground_curve" default="0.02">
How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
</member>
<member name="ground_energy_multiplier" type="float" setter="set_ground_energy_multiplier" getter="get_ground_energy_multiplier" default="1.0">
Multiplier for ground color. A higher value will make the ground brighter.
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</member>
<member name="ground_horizon_color" type="Color" setter="set_ground_horizon_color" getter="get_ground_horizon_color" default="Color(0.6463, 0.6558, 0.6708, 1)">
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Color of the ground at the horizon. Blends with [member ground_bottom_color].
</member>
<member name="sky_cover" type="Texture2D" setter="set_sky_cover" getter="get_sky_cover">
The sky cover texture to use. This texture must use an equirectangular projection (similar to [PanoramaSkyMaterial]). The texture's colors will be [i]added[/i] to the existing sky color, and will be multiplied by [member sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly suited to displaying stars at night, but it can also be used to display clouds at day or night (with a non-physically-accurate look).
</member>
<member name="sky_cover_modulate" type="Color" setter="set_sky_cover_modulate" getter="get_sky_cover_modulate" default="Color(1, 1, 1, 1)">
The tint to apply to the [member sky_cover] texture. This can be used to change the sky cover's colors or opacity independently of the sky energy, which is useful for day/night or weather transitions. Only effective if a texture is defined in [member sky_cover].
</member>
<member name="sky_curve" type="float" setter="set_sky_curve" getter="get_sky_curve" default="0.15">
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How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
</member>
<member name="sky_energy_multiplier" type="float" setter="set_sky_energy_multiplier" getter="get_sky_energy_multiplier" default="1.0">
Multiplier for sky color. A higher value will make the sky brighter.
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</member>
<member name="sky_horizon_color" type="Color" setter="set_sky_horizon_color" getter="get_sky_horizon_color" default="Color(0.6463, 0.6558, 0.6708, 1)">
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Color of the sky at the horizon. Blends with [member sky_top_color].
</member>
<member name="sky_top_color" type="Color" setter="set_sky_top_color" getter="get_sky_top_color" default="Color(0.385, 0.454, 0.55, 1)">
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Color of the sky at the top. Blends with [member sky_horizon_color].
</member>
<member name="sun_angle_max" type="float" setter="set_sun_angle_max" getter="get_sun_angle_max" default="30.0">
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Distance from center of sun where it fades out completely.
</member>
<member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.15">
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How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max].
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</member>
<member name="use_debanding" type="bool" setter="set_use_debanding" getter="get_use_debanding" default="true">
If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.
</member>
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</members>
</class>