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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-02-11 22:59:35 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-02-12 02:22:40 +0100 |
commit | b7b18a494030ed5c92d2ac25b5d29f314a08d103 (patch) | |
tree | 0b6f66e96925eaae4b71941af55953ecaf10d076 /thirdparty/bullet/BulletCollision/CollisionDispatch | |
parent | cf13f8af648c075282e596744e48d60c25fae283 (diff) |
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.
Diffstat (limited to 'thirdparty/bullet/BulletCollision/CollisionDispatch')
0 files changed, 0 insertions, 0 deletions