Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearance

- 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.
This commit is contained in:
Hugo Locurcio 2022-02-11 22:59:35 +01:00
parent cf13f8af64
commit b7b18a4940
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
4 changed files with 35 additions and 35 deletions

View file

@ -17,14 +17,14 @@
<member name="exposure" type="float" setter="set_exposure" getter="get_exposure" default="0.1">
Sets the exposure of the sky. Higher exposure values make the entire sky brighter.
</member>
<member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(1, 1, 1, 1)">
<member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(0.1, 0.07, 0.034, 1)">
Modulates the [Color] on the bottom half of the sky to represent the ground.
</member>
<member name="mie_coefficient" type="float" setter="set_mie_coefficient" getter="get_mie_coefficient" default="0.005">
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.
</member>
<member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.63, 0.77, 0.92, 1)">
Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien looking planets.
<member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.69, 0.729, 0.812, 1)">
Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets.
</member>
<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's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards.
@ -35,14 +35,14 @@
<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>
<member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.26, 0.41, 0.58, 1)">
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.
<member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.3, 0.405, 0.6, 1)">
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.
</member>
<member name="sun_disk_scale" type="float" setter="set_sun_disk_scale" getter="get_sun_disk_scale" default="1.0">
Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.
</member>
<member name="turbidity" type="float" setter="set_turbidity" getter="get_turbidity" default="10.0">
Sets the thickness of the atmosphere. High turbidity creates a foggy looking atmosphere, while a low turbidity results in a clearer atmosphere.
Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.
</member>
</members>
</class>

View file

@ -11,7 +11,7 @@
<tutorials>
</tutorials>
<members>
<member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.12, 0.12, 0.13, 1)">
<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)">
Color of the ground at the bottom. Blends with [member ground_horizon_color].
</member>
<member name="ground_curve" type="float" setter="set_ground_curve" getter="get_ground_curve" default="0.02">
@ -20,25 +20,25 @@
<member name="ground_energy" type="float" setter="set_ground_energy" getter="get_ground_energy" default="1.0">
Amount of energy contribution from the ground.
</member>
<member name="ground_horizon_color" type="Color" setter="set_ground_horizon_color" getter="get_ground_horizon_color" default="Color(0.37, 0.33, 0.31, 1)">
<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)">
Color of the ground at the horizon. Blends with [member ground_bottom_color].
</member>
<member name="sky_curve" type="float" setter="set_sky_curve" getter="get_sky_curve" default="0.09">
<member name="sky_curve" type="float" setter="set_sky_curve" getter="get_sky_curve" default="0.15">
How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
</member>
<member name="sky_energy" type="float" setter="set_sky_energy" getter="get_sky_energy" default="1.0">
Amount of energy contribution from the sky.
</member>
<member name="sky_horizon_color" type="Color" setter="set_sky_horizon_color" getter="get_sky_horizon_color" default="Color(0.55, 0.69, 0.81, 1)">
<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)">
Color of the sky at the horizon. Blends with [member sky_top_color].
</member>
<member name="sky_top_color" type="Color" setter="set_sky_top_color" getter="get_sky_top_color" default="Color(0.35, 0.46, 0.71, 1)">
<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)">
Color of the sky at the top. Blends with [member sky_horizon_color].
</member>
<member name="sun_angle_max" type="float" setter="set_sun_angle_max" getter="get_sun_angle_max" default="100.0">
<member name="sun_angle_max" type="float" setter="set_sun_angle_max" getter="get_sun_angle_max" default="30.0">
Distance from center of sun where it fades out completely.
</member>
<member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.05">
<member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.15">
How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max].
</member>
</members>

View file

@ -7353,8 +7353,8 @@ void Node3DEditor::_load_default_preview_settings() {
sun_angle_altitude->set_value(-Math::rad2deg(sun_rotation.x));
sun_angle_azimuth->set_value(180.0 - Math::rad2deg(sun_rotation.y));
sun_direction->update();
environ_sky_color->set_pick_color(Color::hex(0x91b2ceff));
environ_ground_color->set_pick_color(Color::hex(0x1f1f21ff));
environ_sky_color->set_pick_color(Color(0.385, 0.454, 0.55));
environ_ground_color->set_pick_color(Color(0.2, 0.169, 0.133));
environ_energy->set_value(1.0);
environ_glow_button->set_pressed(true);
environ_tonemap_button->set_pressed(true);

View file

@ -208,16 +208,16 @@ void ProceduralSkyMaterial::_update_shader() {
shader_type sky;
uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);
uniform float sky_curve : hint_range(0, 1) = 0.09;
uniform vec4 sky_top_color : hint_color = vec4(0.385, 0.454, 0.55, 1.0);
uniform vec4 sky_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
uniform float sky_curve : hint_range(0, 1) = 0.15;
uniform float sky_energy = 1.0;
uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);
uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);
uniform vec4 ground_bottom_color : hint_color = vec4(0.2, 0.169, 0.133, 1.0);
uniform vec4 ground_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
uniform float ground_curve : hint_range(0, 1) = 0.02;
uniform float ground_energy = 1.0;
uniform float sun_angle_max = 1.74;
uniform float sun_curve : hint_range(0, 1) = 0.05;
uniform float sun_angle_max = 30.0;
uniform float sun_curve : hint_range(0, 1) = 0.15;
void sky() {
float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
@ -277,18 +277,18 @@ void sky() {
}
ProceduralSkyMaterial::ProceduralSkyMaterial() {
set_sky_top_color(Color(0.35, 0.46, 0.71));
set_sky_horizon_color(Color(0.55, 0.69, 0.81));
set_sky_curve(0.09);
set_sky_top_color(Color(0.385, 0.454, 0.55));
set_sky_horizon_color(Color(0.6463, 0.6558, 0.6708));
set_sky_curve(0.15);
set_sky_energy(1.0);
set_ground_bottom_color(Color(0.12, 0.12, 0.13));
set_ground_horizon_color(Color(0.37, 0.33, 0.31));
set_ground_bottom_color(Color(0.2, 0.169, 0.133));
set_ground_horizon_color(Color(0.6463, 0.6558, 0.6708));
set_ground_curve(0.02);
set_ground_energy(1.0);
set_sun_angle_max(100.0);
set_sun_curve(0.05);
set_sun_angle_max(30.0);
set_sun_curve(0.15);
}
ProceduralSkyMaterial::~ProceduralSkyMaterial() {
@ -583,14 +583,14 @@ void PhysicalSkyMaterial::_update_shader() {
shader_type sky;
uniform float rayleigh : hint_range(0, 64) = 2.0;
uniform vec4 rayleigh_color : hint_color = vec4(0.26, 0.41, 0.58, 1.0);
uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0);
uniform float mie : hint_range(0, 1) = 0.005;
uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
uniform vec4 mie_color : hint_color = vec4(0.63, 0.77, 0.92, 1.0);
uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0);
uniform float turbidity : hint_range(0, 1000) = 10.0;
uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
uniform vec4 ground_color : hint_color = vec4(1.0);
uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0);
uniform float exposure : hint_range(0, 128) = 0.1;
uniform float dither_strength : hint_range(0, 10) = 1.0;
@ -680,13 +680,13 @@ void sky() {
PhysicalSkyMaterial::PhysicalSkyMaterial() {
set_rayleigh_coefficient(2.0);
set_rayleigh_color(Color(0.26, 0.41, 0.58));
set_rayleigh_color(Color(0.3, 0.405, 0.6));
set_mie_coefficient(0.005);
set_mie_eccentricity(0.8);
set_mie_color(Color(0.63, 0.77, 0.92));
set_mie_color(Color(0.69, 0.729, 0.812));
set_turbidity(10.0);
set_sun_disk_scale(1.0);
set_ground_color(Color(1.0, 1.0, 1.0));
set_ground_color(Color(0.1, 0.07, 0.034));
set_exposure(0.1);
set_dither_strength(1.0);
}