Merge pull request #53539 from Calinou/sky-material-color-no-alpha
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82072c4010
2 changed files with 8 additions and 8 deletions
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@ -5,7 +5,7 @@
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</brief_description>
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</brief_description>
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<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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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.
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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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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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</description>
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<tutorials>
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<tutorials>
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@ -175,14 +175,14 @@ void ProceduralSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
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ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
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ADD_GROUP("Sky", "sky_");
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ADD_GROUP("Sky", "sky_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color"), "set_sky_top_color", "get_sky_top_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_top_color", "get_sky_top_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color"), "set_sky_horizon_color", "get_sky_horizon_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_horizon_color", "get_sky_horizon_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy");
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ADD_GROUP("Ground", "ground_");
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ADD_GROUP("Ground", "ground_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color"), "set_ground_bottom_color", "get_ground_bottom_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_bottom_color", "get_ground_bottom_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color"), "set_ground_horizon_color", "get_ground_horizon_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_horizon_color", "get_ground_horizon_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
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@ -531,16 +531,16 @@ void PhysicalSkyMaterial::_bind_methods() {
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ADD_GROUP("Rayleigh", "rayleigh_");
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ADD_GROUP("Rayleigh", "rayleigh_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color"), "set_rayleigh_color", "get_rayleigh_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_rayleigh_color", "get_rayleigh_color");
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ADD_GROUP("Mie", "mie_");
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ADD_GROUP("Mie", "mie_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color"), "set_mie_color", "get_mie_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_mie_color", "get_mie_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color"), "set_ground_color", "get_ground_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_color", "get_ground_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
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