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-rw-r--r--scene/resources/sky_material.h19
1 files changed, 11 insertions, 8 deletions
diff --git a/scene/resources/sky_material.h b/scene/resources/sky_material.h
index 9bd9d7ec8b..5411994b7d 100644
--- a/scene/resources/sky_material.h
+++ b/scene/resources/sky_material.h
@@ -28,14 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "core/rid.h"
+#include "core/templates/rid.h"
#include "scene/resources/material.h"
#ifndef SKY_MATERIAL_H
#define SKY_MATERIAL_H
class ProceduralSkyMaterial : public Material {
-
GDCLASS(ProceduralSkyMaterial, Material);
private:
@@ -56,7 +55,7 @@ private:
protected:
static void _bind_methods();
- virtual bool _can_do_next_pass() const;
+ virtual bool _can_do_next_pass() const override;
public:
void set_sky_top_color(const Color &p_sky_top);
@@ -89,7 +88,7 @@ public:
void set_sun_curve(float p_curve);
float get_sun_curve() const;
- virtual Shader::Mode get_shader_mode() const;
+ virtual Shader::Mode get_shader_mode() const override;
RID get_shader_rid() const;
ProceduralSkyMaterial();
@@ -108,13 +107,13 @@ private:
protected:
static void _bind_methods();
- virtual bool _can_do_next_pass() const;
+ virtual bool _can_do_next_pass() const override;
public:
void set_panorama(const Ref<Texture2D> &p_panorama);
Ref<Texture2D> get_panorama() const;
- virtual Shader::Mode get_shader_mode() const;
+ virtual Shader::Mode get_shader_mode() const override;
RID get_shader_rid() const;
PanoramaSkyMaterial();
@@ -140,10 +139,11 @@ private:
Color ground_color;
float exposure;
float dither_strength;
+ Ref<Texture2D> night_sky;
protected:
static void _bind_methods();
- virtual bool _can_do_next_pass() const;
+ virtual bool _can_do_next_pass() const override;
public:
void set_rayleigh_coefficient(float p_rayleigh);
@@ -176,7 +176,10 @@ public:
void set_dither_strength(float p_dither_strength);
float get_dither_strength() const;
- virtual Shader::Mode get_shader_mode() const;
+ void set_night_sky(const Ref<Texture2D> &p_night_sky);
+ Ref<Texture2D> get_night_sky() const;
+
+ virtual Shader::Mode get_shader_mode() const override;
RID get_shader_rid() const;
PhysicalSkyMaterial();