diff options
-rw-r--r-- | doc/classes/PhysicalSkyMaterial.xml | 4 | ||||
-rw-r--r-- | scene/resources/sky_material.cpp | 8 |
2 files changed, 6 insertions, 6 deletions
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index b90f52a70d..e1e50a2b51 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -23,7 +23,7 @@ <member name="mie_coefficient" type="float" setter="set_mie_coefficient" getter="get_mie_coefficient" default="0.005"> Controls the strength of mie scattering for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, mie scattering results in a whitish color around the sun and horizon. </member> - <member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.36, 0.56, 0.82, 1)"> + <member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.63, 0.77, 0.92, 1)"> Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien looking planets. </member> <member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8"> @@ -35,7 +35,7 @@ <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> - <member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.056, 0.14, 0.3, 1)"> + <member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.26, 0.41, 0.58, 1)"> Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien looking planets. For example, setting this to a red [Color] results in a Mars looking atmosphere with a corresponding blue sunset. </member> <member name="sun_disk_scale" type="float" setter="set_sun_disk_scale" getter="get_sun_disk_scale" default="1.0"> diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index ed9ccd168d..ff388e288c 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -564,10 +564,10 @@ void PhysicalSkyMaterial::_update_shader() { shader_type sky; uniform float rayleigh : hint_range(0, 64) = 2.0; -uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0); +uniform vec4 rayleigh_color : hint_color = vec4(0.26, 0.41, 0.58, 1.0); uniform float mie : hint_range(0, 1) = 0.005; uniform float mie_eccentricity : hint_range(-1, 1) = 0.8; -uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0); +uniform vec4 mie_color : hint_color = vec4(0.63, 0.77, 0.92, 1.0); uniform float turbidity : hint_range(0, 1000) = 10.0; uniform float sun_disk_scale : hint_range(0, 360) = 1.0; @@ -661,10 +661,10 @@ void sky() { PhysicalSkyMaterial::PhysicalSkyMaterial() { set_rayleigh_coefficient(2.0); - set_rayleigh_color(Color(0.056, 0.14, 0.3)); + set_rayleigh_color(Color(0.26, 0.41, 0.58)); set_mie_coefficient(0.005); set_mie_eccentricity(0.8); - set_mie_color(Color(0.36, 0.56, 0.82)); + set_mie_color(Color(0.63, 0.77, 0.92)); set_turbidity(10.0); set_sun_disk_scale(1.0); set_ground_color(Color(1.0, 1.0, 1.0)); |