b7b18a4940
- Tweak colors to be less saturated and more balanced (in terms of hue). The cool blue sky is balanced by a warm brown ground, which makes reflections look closer to how they'd look like when using an HDRI panorama texture. - Make the ground color dark on both ProceduralSkyMaterial and PhysicalSkyMaterial to reduce indoor light leaking, especially when using GI. - Tweak the PhysicalSkyMaterial colors to be as close as possible to ProceduralSkyMaterial (with the default sun orientation). - Tweak editor environment defaults to be identical to the default ProceduralSkyMaterial colors. Previously, the default editor sky color was different from the colors of a newly created ProceduralSkyMaterial resource. Both new skies were tested without GI, with SDFGI and with VoxelGI. They were tuned to look best when using ACES tonemapping with a whitepoint set to 6, but they still look good with other tonemapping operators.
46 lines
3.4 KiB
XML
46 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ProceduralSkyMaterial" inherits="Material" version="4.0">
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<brief_description>
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A [Material] used with [Sky] to generate a background based on user input parameters.
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</brief_description>
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<description>
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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 very similar, they are defined by a color at the horizon, another color, and finally an easing curve to interpolate between these two colors. Similarly, the sun is described by a position in the sky, a color, and an easing curve. However, the sun also defines a minimum and maximum angle, these two values define at what distance the easing curve begins and ends from the sun, and thus end up defining the size of the sun in the sky.
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The [ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is thus suited for real time updates. When you do not need a quick sky that is not realistic, this is a good option. If you need a more realistic option, try using [PhysicalSkyMaterial] instead.
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The [ProceduralSkyMaterial] supports up to 4 suns. Each sun takes its color, energy, and direction from the corresponding [DirectionalLight3D] in the scene.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<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].
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</member>
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<member name="ground_curve" type="float" setter="set_ground_curve" getter="get_ground_curve" default="0.02">
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How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
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</member>
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<member name="ground_energy" type="float" setter="set_ground_energy" getter="get_ground_energy" default="1.0">
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Amount of energy contribution from the ground.
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</member>
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<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].
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</member>
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<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].
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</member>
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<member name="sky_energy" type="float" setter="set_sky_energy" getter="get_sky_energy" default="1.0">
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Amount of energy contribution from the sky.
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</member>
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<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].
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</member>
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<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].
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</member>
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<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.
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</member>
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<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>
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</members>
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</class>
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