Merge pull request #38791 from clayjohn/physical-sky-update

Add night sky to PhysicalSkyMaterial
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Rémi Verschelde 2020-05-18 16:33:50 +02:00 committed by GitHub
commit 8896425ee4
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3 changed files with 23 additions and 1 deletions

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@ -31,6 +31,9 @@
<member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8">
Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards.
</member>
<member name="night_sky" type="Texture2D" setter="set_night_sky" getter="get_night_sky">
[Texture2D] for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.
</member>
<member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0">
Controls the strength of the rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky.
</member>

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@ -410,6 +410,15 @@ float PhysicalSkyMaterial::get_dither_strength() const {
return dither_strength;
}
void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
night_sky = p_night_sky;
RS::get_singleton()->material_set_param(_get_material(), "night_sky", night_sky);
}
Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {
return night_sky;
}
bool PhysicalSkyMaterial::_can_do_next_pass() const {
return false;
}
@ -453,6 +462,9 @@ void PhysicalSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength);
ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength);
ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky);
ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky);
ADD_GROUP("Rayleigh", "rayleigh_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color"), "set_rayleigh_color", "get_rayleigh_color");
@ -467,6 +479,7 @@ void PhysicalSkyMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color"), "set_ground_color", "get_ground_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
}
PhysicalSkyMaterial::PhysicalSkyMaterial() {
@ -484,6 +497,8 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
code += "uniform float exposure : hint_range(0, 128) = 0.1;\n";
code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n";
code += "uniform sampler2D night_sky : hint_black;";
code += "const float PI = 3.141592653589793238462643383279502884197169;\n";
code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n";
@ -547,7 +562,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
code += "\tfloat sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);\n";
code += "\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n";
code += "\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n";
code += "\t// Note: Add nightime here: L0 += night_sky * extinction\n\n";
code += "\tL0 += texture(night_sky, SKY_COORDS).xyz * extinction;\n\n";
code += "\tvec3 color = (Lin + L0) * 0.04;\n";
code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";

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@ -139,6 +139,7 @@ private:
Color ground_color;
float exposure;
float dither_strength;
Ref<Texture2D> night_sky;
protected:
static void _bind_methods();
@ -175,6 +176,9 @@ public:
void set_dither_strength(float p_dither_strength);
float get_dither_strength() const;
void set_night_sky(const Ref<Texture2D> &p_night_sky);
Ref<Texture2D> get_night_sky() const;
virtual Shader::Mode get_shader_mode() const;
RID get_shader_rid() const;