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Diffstat (limited to 'doc/classes/PhysicalSkyMaterial.xml')
-rw-r--r-- | doc/classes/PhysicalSkyMaterial.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 705c063257..89b43158dc 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -5,7 +5,7 @@ </brief_description> <description> The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a sky based on physical properties. This results in a substantially more realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and less flexible. - The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight] in the scene tree. + The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight3D] in the scene tree. As it is based on a daylight model, the sky fades to black as the sunset ends. If you want a full day/night cycle, you will have to add a night sky by converting this to a [ShaderMaterial] and adding a night sky directly into the resulting shader. </description> <tutorials> |