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-rw-r--r--scene/resources/sky_material.h44
1 files changed, 28 insertions, 16 deletions
diff --git a/scene/resources/sky_material.h b/scene/resources/sky_material.h
index 7f421beb8d..61999af3c4 100644
--- a/scene/resources/sky_material.h
+++ b/scene/resources/sky_material.h
@@ -40,16 +40,19 @@ class ProceduralSkyMaterial : public Material {
private:
Color sky_top_color;
Color sky_horizon_color;
- float sky_curve;
- float sky_energy;
+ float sky_curve = 0.0f;
+ float sky_energy = 0.0f;
+ Ref<Texture2D> sky_cover;
+ Color sky_cover_modulate;
Color ground_bottom_color;
Color ground_horizon_color;
- float ground_curve;
- float ground_energy;
+ float ground_curve = 0.0f;
+ float ground_energy = 0.0f;
- float sun_angle_max;
- float sun_curve;
+ float sun_angle_max = 0.0f;
+ float sun_curve = 0.0f;
+ bool use_debanding = true;
static Mutex shader_mutex;
static RID shader;
@@ -72,6 +75,12 @@ public:
void set_sky_energy(float p_energy);
float get_sky_energy() const;
+ void set_sky_cover(const Ref<Texture2D> &p_sky_cover);
+ Ref<Texture2D> get_sky_cover() const;
+
+ void set_sky_cover_modulate(const Color &p_sky_cover_modulate);
+ Color get_sky_cover_modulate() const;
+
void set_ground_bottom_color(const Color &p_ground_bottom);
Color get_ground_bottom_color() const;
@@ -90,6 +99,9 @@ public:
void set_sun_curve(float p_curve);
float get_sun_curve() const;
+ void set_use_debanding(bool p_use_debanding);
+ bool get_use_debanding() const;
+
virtual Shader::Mode get_shader_mode() const override;
virtual RID get_shader_rid() const override;
virtual RID get_rid() const override;
@@ -146,16 +158,16 @@ private:
static Mutex shader_mutex;
static RID shader;
- float rayleigh;
+ float rayleigh = 0.0f;
Color rayleigh_color;
- float mie;
- float mie_eccentricity;
+ float mie = 0.0f;
+ float mie_eccentricity = 0.0f;
Color mie_color;
- float turbidity;
- float sun_disk_scale;
+ float turbidity = 0.0f;
+ float sun_disk_scale = 0.0f;
Color ground_color;
- float exposure;
- float dither_strength;
+ float exposure = 0.0f;
+ bool use_debanding = true;
Ref<Texture2D> night_sky;
static void _update_shader();
mutable bool shader_set = false;
@@ -191,8 +203,8 @@ public:
void set_exposure(float p_exposure);
float get_exposure() const;
- void set_dither_strength(float p_dither_strength);
- float get_dither_strength() const;
+ void set_use_debanding(bool p_use_debanding);
+ bool get_use_debanding() const;
void set_night_sky(const Ref<Texture2D> &p_night_sky);
Ref<Texture2D> get_night_sky() const;
@@ -207,4 +219,4 @@ public:
~PhysicalSkyMaterial();
};
-#endif /* !SKY_MATERIAL_H */
+#endif // SKY_MATERIAL_H