diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index bcef8418b10..45990ec7c60 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -62,7 +62,8 @@ The ambient light's energy. The higher the value, the stronger the light. - Defines the amount of light that the sky brings on the scene. A value of 0 means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1 means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene. + Defines the amount of light that the sky brings on the scene. A value of [code]0.0[/code] means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene. + [b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped between [code]0.0[/code] and [code]1.0[/code] (inclusive). If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light. diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index 52a87ab6d85..5c5388160ab 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -96,7 +96,9 @@ void Environment::set_ambient_light_energy(float p_energy) { VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); } void Environment::set_ambient_light_sky_contribution(float p_energy) { - ambient_sky_contribution = p_energy; + // Sky contribution values outside the [0.0; 1.0] range don't make sense and + // can result in negative colors. + ambient_sky_contribution = CLAMP(p_energy, 0.0, 1.0); VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); }