class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResourceMaterial PhysicalSkyMaterial
A material that defines a sky for a Sky resource by a set of physical properties.

The PhysicalSkyMaterial uses the Preetham analytic daylight model to draw a sky based on physical properties. This results in a substantially more realistic sky than the ProceduralSkyMaterial, but it is slightly slower and less flexible.

The PhysicalSkyMaterial only supports one sun. The color, energy, and direction of the sun are taken from the first DirectionalLight3D in the scene tree.

As it is based on a daylight model, the sky fades to black as the sunset ends. If you want a full day/night cycle, you will have to add a night sky by converting this to a ShaderMaterial and adding a night sky directly into the resulting shader.

float energy_multiplier<>():float

The sky's overall brightness multiplier. Higher values result in a brighter sky.

Color ground_color<>():Color

Modulates the Color on the bottom half of the sky to represent the ground.

float mie_coefficient<>():float

Controls the strength of Mie scattering for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, Mie scattering results in a whitish color around the sun and horizon.

Color mie_color<>():Color

Controls the Color of the Mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets.

float mie_eccentricity<>():float

Controls the direction of the Mie scattering. A value of 1 means that when light hits a particle it's passing through straight forward. A value of -1 means that all light is scatter backwards.

Texture2D night_sky<>():Texture2D

Texture2D for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.

float rayleigh_coefficient<>():float

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.

Color rayleigh_color<>():Color

Controls the Color of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red Color results in a Mars-looking atmosphere with a corresponding blue sunset.

float sun_disk_scale<>():float

Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.

float turbidity<>():float

Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.

bool use_debanding<>():bool

If true, enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.




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