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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-05-18 16:33:50 +0200
committerGitHub <noreply@github.com>2020-05-18 16:33:50 +0200
commit8896425ee47992b3cbc73e8079ad247e87b5b62e (patch)
tree03fd53aa30633b760ab9d303582943af3726707a
parent9844cd45e35b122de3dc0bf7eea76a3034fb5cf2 (diff)
parent4408efade3211cf7b0dfff2a5f15b6c2f0be397b (diff)
Merge pull request #38791 from clayjohn/physical-sky-update
Add night sky to PhysicalSkyMaterial
-rw-r--r--doc/classes/PhysicalSkyMaterial.xml3
-rw-r--r--scene/resources/sky_material.cpp17
-rw-r--r--scene/resources/sky_material.h4
3 files changed, 23 insertions, 1 deletions
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml
index 89b43158dc..2e0f9c52f2 100644
--- a/doc/classes/PhysicalSkyMaterial.xml
+++ b/doc/classes/PhysicalSkyMaterial.xml
@@ -31,6 +31,9 @@
<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 passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards.
</member>
+ <member name="night_sky" type="Texture2D" setter="set_night_sky" getter="get_night_sky">
+ [Texture2D] for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.
+ </member>
<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>
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 92c5151d7a..69e8e0b5bd 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -410,6 +410,15 @@ float PhysicalSkyMaterial::get_dither_strength() const {
return dither_strength;
}
+void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
+ night_sky = p_night_sky;
+ RS::get_singleton()->material_set_param(_get_material(), "night_sky", night_sky);
+}
+
+Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {
+ return night_sky;
+}
+
bool PhysicalSkyMaterial::_can_do_next_pass() const {
return false;
}
@@ -453,6 +462,9 @@ void PhysicalSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength);
ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength);
+ ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky);
+ ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky);
+
ADD_GROUP("Rayleigh", "rayleigh_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color"), "set_rayleigh_color", "get_rayleigh_color");
@@ -467,6 +479,7 @@ void PhysicalSkyMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color"), "set_ground_color", "get_ground_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
}
PhysicalSkyMaterial::PhysicalSkyMaterial() {
@@ -484,6 +497,8 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
code += "uniform float exposure : hint_range(0, 128) = 0.1;\n";
code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n";
+ code += "uniform sampler2D night_sky : hint_black;";
+
code += "const float PI = 3.141592653589793238462643383279502884197169;\n";
code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n";
@@ -547,7 +562,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
code += "\tfloat sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);\n";
code += "\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n";
code += "\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n";
- code += "\t// Note: Add nightime here: L0 += night_sky * extinction\n\n";
+ code += "\tL0 += texture(night_sky, SKY_COORDS).xyz * extinction;\n\n";
code += "\tvec3 color = (Lin + L0) * 0.04;\n";
code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
diff --git a/scene/resources/sky_material.h b/scene/resources/sky_material.h
index cd245a2897..e470137d9e 100644
--- a/scene/resources/sky_material.h
+++ b/scene/resources/sky_material.h
@@ -139,6 +139,7 @@ private:
Color ground_color;
float exposure;
float dither_strength;
+ Ref<Texture2D> night_sky;
protected:
static void _bind_methods();
@@ -175,6 +176,9 @@ public:
void set_dither_strength(float p_dither_strength);
float get_dither_strength() const;
+ void set_night_sky(const Ref<Texture2D> &p_night_sky);
+ Ref<Texture2D> get_night_sky() const;
+
virtual Shader::Mode get_shader_mode() const;
RID get_shader_rid() const;