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path: root/doc/classes/PhysicalSkyMaterial.xml
AgeCommit message (Collapse)Author
2022-11-24Document PhysicalSkyMaterial's `energy_multiplier` propertyHugo Locurcio
This makes the PhysicalSkyMaterial class 100% documented.
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-05-24Use IGN instead of white noise for sky ditheringclayjohn
2022-04-09Add dithering to ProceduralSkyMaterial to combat bandingHugo Locurcio
Dithering was already present in PhysicalSkyMaterial. This brings it to ProceduralSkyMaterial as well, with the same algorithm and default intensity.
2022-02-15Add an XML schema for documentationHugo Locurcio
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-12Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearanceHugo Locurcio
- Tweak colors to be less saturated and more balanced (in terms of hue). The cool blue sky is balanced by a warm brown ground, which makes reflections look closer to how they'd look like when using an HDRI panorama texture. - Make the ground color dark on both ProceduralSkyMaterial and PhysicalSkyMaterial to reduce indoor light leaking, especially when using GI. - Tweak the PhysicalSkyMaterial colors to be as close as possible to ProceduralSkyMaterial (with the default sun orientation). - Tweak editor environment defaults to be identical to the default ProceduralSkyMaterial colors. Previously, the default editor sky color was different from the colors of a newly created ProceduralSkyMaterial resource. Both new skies were tested without GI, with SDFGI and with VoxelGI. They were tuned to look best when using ACES tonemapping with a whitepoint set to 6, but they still look good with other tonemapping operators.
2021-11-21Convert PhysicalSkyMaterial colors to SRGBclayjohn
2021-09-20Don't generate empty doc sections and reduce code duplicationAaron Franke
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-03-19class reference proofreadingPaul Joannon
2020-05-16Add night sky to PhysicalSkyMaterialclayjohn
2020-03-30doc: Update classref with node renamesRĂ©mi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-21Working sky shader implementationclayjohn