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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-03-22 20:03:35 +0100
committerGitHub <noreply@github.com>2020-03-22 20:03:35 +0100
commited9a0d0484411e631b0cc927e46dc234054d5ae5 (patch)
treee4c66055fb9e63bf80a9d6b7ec6a359e24781387 /doc/classes/Sky.xml
parent7acdf74a6a87c5a2e91b13a5060ae5ba9d4438a1 (diff)
parent61a74739ca2d201e7e057d85aa99ae68f0500c33 (diff)
Merge pull request #37179 from clayjohn/VULKAN-sky-shader
Implement Sky Shaders
Diffstat (limited to 'doc/classes/Sky.xml')
-rw-r--r--doc/classes/Sky.xml11
1 files changed, 7 insertions, 4 deletions
diff --git a/doc/classes/Sky.xml b/doc/classes/Sky.xml
index ba9c5ee661..f574f42431 100644
--- a/doc/classes/Sky.xml
+++ b/doc/classes/Sky.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Sky" inherits="Resource" version="4.0">
<brief_description>
- The base class for [PanoramaSky] and [ProceduralSky].
+ Background that uses a [Material] to draw a sky.
</brief_description>
<description>
- The base class for [PanoramaSky] and [ProceduralSky].
+ The [Sky] class uses a [Material] to draw the background and update the reflection/radiance cubemaps.
</description>
<tutorials>
</tutorials>
@@ -14,11 +14,14 @@
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Sky.ProcessMode" default="0">
Sets the method for generating the radiance map from the sky. The radiance map is a cubemap with increasingly blurry versions of the sky corresponding to different levels of roughness. Radiance maps can be expensive to calculate. See [enum ProcessMode] for options.
</member>
- <member name="radiance_size" type="int" setter="set_radiance_size" getter="get_radiance_size" enum="Sky.RadianceSize" default="2">
+ <member name="radiance_size" type="int" setter="set_radiance_size" getter="get_radiance_size" enum="Sky.RadianceSize" default="3">
The [Sky]'s radiance map size. The higher the radiance map size, the more detailed the lighting from the [Sky] will be.
See [enum RadianceSize] constants for values.
[b]Note:[/b] Some hardware will have trouble with higher radiance sizes, especially [constant RADIANCE_SIZE_512] and above. Only use such high values on high-end hardware.
</member>
+ <member name="sky_material" type="Material" setter="set_material" getter="get_material">
+ [Material] used to draw the background. Can be [PanoramaSkyMaterial], [ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] if you want to use your own custom shader.
+ </member>
</members>
<constants>
<constant name="RADIANCE_SIZE_32" value="0" enum="RadianceSize">
@@ -50,7 +53,7 @@
</constant>
<constant name="PROCESS_MODE_REALTIME" value="1" enum="ProcessMode">
Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times.
- [b]Note:[/b] The fast filtering algorithm is limited to 128x128 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_128].
+ [b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_256].
</constant>
</constants>
</class>