diff options
Diffstat (limited to 'doc/classes/Sky.xml')
-rw-r--r-- | doc/classes/Sky.xml | 11 |
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> |