ProceduralSkyMaterial

Inherits: Material < Resource < RefCounted < Object

A material that defines a simple sky for a Sky resource.

Description

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 defined by a main color, a color at the horizon, and an easing curve to interpolate between them. Suns are described by a position in the sky, a color, and a max angle from the sun at which the easing curve ends. The max angle therefore defines the size of the sun in the sky.

ProceduralSkyMaterial supports up to 4 suns, using the color, and energy, direction, and angular distance of the first four DirectionalLight3D nodes in the scene. This means that the suns are defined individually by the properties of their corresponding DirectionalLight3Ds and globally by sun_angle_max and sun_curve.

ProceduralSkyMaterial uses a lightweight shader to draw the sky and is therefore suited for real-time updates. This makes it a great option for a sky that is simple and computationally cheap, but unrealistic. If you need a more realistic procedural option, use PhysicalSkyMaterial.

Properties

float

energy_multiplier

1.0

Color

ground_bottom_color

Color(0.2, 0.169, 0.133, 1)

float

ground_curve

0.02

float

ground_energy_multiplier

1.0

Color

ground_horizon_color

Color(0.6463, 0.6558, 0.6708, 1)

Texture2D

sky_cover

Color

sky_cover_modulate

Color(1, 1, 1, 1)

float

sky_curve

0.15

float

sky_energy_multiplier

1.0

Color

sky_horizon_color

Color(0.6463, 0.6558, 0.6708, 1)

Color

sky_top_color

Color(0.385, 0.454, 0.55, 1)

float

sun_angle_max

30.0

float

sun_curve

0.15

bool

use_debanding

true


Property Descriptions

float energy_multiplier = 1.0 🔗

  • void set_energy_multiplier(value: float)

  • float get_energy_multiplier()

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


Color ground_bottom_color = Color(0.2, 0.169, 0.133, 1) 🔗

  • void set_ground_bottom_color(value: Color)

  • Color get_ground_bottom_color()

Color of the ground at the bottom. Blends with ground_horizon_color.


float ground_curve = 0.02 🔗

  • void set_ground_curve(value: float)

  • float get_ground_curve()

How quickly the ground_horizon_color fades into the ground_bottom_color.


float ground_energy_multiplier = 1.0 🔗

  • void set_ground_energy_multiplier(value: float)

  • float get_ground_energy_multiplier()

Multiplier for ground color. A higher value will make the ground brighter.


Color ground_horizon_color = Color(0.6463, 0.6558, 0.6708, 1) 🔗

  • void set_ground_horizon_color(value: Color)

  • Color get_ground_horizon_color()

Color of the ground at the horizon. Blends with ground_bottom_color.


Texture2D sky_cover 🔗

The sky cover texture to use. This texture must use an equirectangular projection (similar to PanoramaSkyMaterial). The texture’s colors will be added to the existing sky color, and will be multiplied by sky_energy_multiplier and sky_cover_modulate. This is mainly suited to displaying stars at night, but it can also be used to display clouds at day or night (with a non-physically-accurate look).


Color sky_cover_modulate = Color(1, 1, 1, 1) 🔗

  • void set_sky_cover_modulate(value: Color)

  • Color get_sky_cover_modulate()

The tint to apply to the sky_cover texture. This can be used to change the sky cover’s colors or opacity independently of the sky energy, which is useful for day/night or weather transitions. Only effective if a texture is defined in sky_cover.


float sky_curve = 0.15 🔗

  • void set_sky_curve(value: float)

  • float get_sky_curve()

How quickly the sky_horizon_color fades into the sky_top_color.


float sky_energy_multiplier = 1.0 🔗

  • void set_sky_energy_multiplier(value: float)

  • float get_sky_energy_multiplier()

Multiplier for sky color. A higher value will make the sky brighter.


Color sky_horizon_color = Color(0.6463, 0.6558, 0.6708, 1) 🔗

  • void set_sky_horizon_color(value: Color)

  • Color get_sky_horizon_color()

Color of the sky at the horizon. Blends with sky_top_color.


Color sky_top_color = Color(0.385, 0.454, 0.55, 1) 🔗

  • void set_sky_top_color(value: Color)

  • Color get_sky_top_color()

Color of the sky at the top. Blends with sky_horizon_color.


float sun_angle_max = 30.0 🔗

  • void set_sun_angle_max(value: float)

  • float get_sun_angle_max()

Distance from center of sun where it fades out completely.


float sun_curve = 0.15 🔗

  • void set_sun_curve(value: float)

  • float get_sun_curve()

How quickly the sun fades away between the edge of the sun disk and sun_angle_max.


bool use_debanding = true 🔗

  • void set_use_debanding(value: bool)

  • bool get_use_debanding()

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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