Age | Commit message (Collapse) | Author |
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Dithering was already present in PhysicalSkyMaterial. This brings
it to ProceduralSkyMaterial as well, with the same algorithm
and default intensity.
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Add sky cover texture for ProceduralSkyMaterial
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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.
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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.
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- 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.
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The colors' alpha channel is ignored, so there's no point in
exposing it in the editor.
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A few extra renames for classes which were missed in last week's PRs.
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