81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
21 lines
1.3 KiB
XML
21 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PanoramaSkyMaterial" inherits="Material" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A [Material] used with [Sky] to draw a background texture.
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</brief_description>
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<description>
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A resource referenced in a [Sky] that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cubemap.
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Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose.
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You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
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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="filter" type="bool" setter="set_filtering_enabled" getter="is_filtering_enabled" default="true">
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A boolean value to determine if the background texture should be filtered or not.
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</member>
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<member name="panorama" type="Texture2D" setter="set_panorama" getter="get_panorama">
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[Texture2D] to be applied to the [PanoramaSkyMaterial].
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</member>
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</members>
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</class>
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