summaryrefslogtreecommitdiff
path: root/doc/classes/ProceduralSkyMaterial.xml
AgeCommit message (Collapse)Author
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.
2022-03-13Merge pull request #58018 from Calinou/procedural-sky-add-cover-textureRémi Verschelde
Add sky cover texture for ProceduralSkyMaterial
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.
2022-02-12Add sky cover texture for ProceduralSkyMaterialHugo Locurcio
This brings PhysicalSkyMaterial's Night Sky functionality to ProceduralSkyMaterial, but in a more powerful and general fashion. This can be used to display stars at night, or clouds at day and night. For clouds, it won't be physically accurate, but it can look good still. The Sky Cover Modulate property can be used to adjust the sky cover's colors and opacity in real-time, which is useful for day/night or weather transitions.
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.
2021-10-07Don't allow translucent colors in built-in sky material propertiesHugo Locurcio
The colors' alpha channel is ignored, so there's no point in exposing it in the editor.
2021-09-20Don't generate empty doc sections and reduce code duplicationAaron Franke
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2020-04-17Add light size to Sky Shadersclayjohn
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-21Working sky shader implementationclayjohn