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godot-docs/classes/class_physicalskymaterial.rst
2025-06-07 03:33:02 +00:00

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicalSkyMaterial.xml.
.. _class_PhysicalSkyMaterial:
PhysicalSkyMaterial
===================
**Inherits:** :ref:`Material<class_Material>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
A material that defines a sky for a :ref:`Sky<class_Sky>` resource by a set of physical properties.
.. rst-class:: classref-introduction-group
Description
-----------
The **PhysicalSkyMaterial** uses the Preetham analytic daylight model to draw a sky based on physical properties. This results in a substantially more realistic sky than the :ref:`ProceduralSkyMaterial<class_ProceduralSkyMaterial>`, but it is slightly slower and less flexible.
The **PhysicalSkyMaterial** only supports one sun. The color, energy, and direction of the sun are taken from the first :ref:`DirectionalLight3D<class_DirectionalLight3D>` in the scene tree.
.. rst-class:: classref-reftable-group
Properties
----------
.. table::
:widths: auto
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`float<class_float>` | :ref:`energy_multiplier<class_PhysicalSkyMaterial_property_energy_multiplier>` | ``1.0`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`Color<class_Color>` | :ref:`ground_color<class_PhysicalSkyMaterial_property_ground_color>` | ``Color(0.1, 0.07, 0.034, 1)`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`float<class_float>` | :ref:`mie_coefficient<class_PhysicalSkyMaterial_property_mie_coefficient>` | ``0.005`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`Color<class_Color>` | :ref:`mie_color<class_PhysicalSkyMaterial_property_mie_color>` | ``Color(0.69, 0.729, 0.812, 1)`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`float<class_float>` | :ref:`mie_eccentricity<class_PhysicalSkyMaterial_property_mie_eccentricity>` | ``0.8`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`Texture2D<class_Texture2D>` | :ref:`night_sky<class_PhysicalSkyMaterial_property_night_sky>` | |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`float<class_float>` | :ref:`rayleigh_coefficient<class_PhysicalSkyMaterial_property_rayleigh_coefficient>` | ``2.0`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`Color<class_Color>` | :ref:`rayleigh_color<class_PhysicalSkyMaterial_property_rayleigh_color>` | ``Color(0.3, 0.405, 0.6, 1)`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`float<class_float>` | :ref:`sun_disk_scale<class_PhysicalSkyMaterial_property_sun_disk_scale>` | ``1.0`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`float<class_float>` | :ref:`turbidity<class_PhysicalSkyMaterial_property_turbidity>` | ``10.0`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`bool<class_bool>` | :ref:`use_debanding<class_PhysicalSkyMaterial_property_use_debanding>` | ``true`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Property Descriptions
---------------------
.. _class_PhysicalSkyMaterial_property_energy_multiplier:
.. rst-class:: classref-property
:ref:`float<class_float>` **energy_multiplier** = ``1.0`` :ref:`🔗<class_PhysicalSkyMaterial_property_energy_multiplier>`
.. rst-class:: classref-property-setget
- |void| **set_energy_multiplier**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_energy_multiplier**\ (\ )
The sky's overall brightness multiplier. Higher values result in a brighter sky.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_ground_color:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **ground_color** = ``Color(0.1, 0.07, 0.034, 1)`` :ref:`🔗<class_PhysicalSkyMaterial_property_ground_color>`
.. rst-class:: classref-property-setget
- |void| **set_ground_color**\ (\ value\: :ref:`Color<class_Color>`\ )
- :ref:`Color<class_Color>` **get_ground_color**\ (\ )
Modulates the :ref:`Color<class_Color>` on the bottom half of the sky to represent the ground.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_mie_coefficient:
.. rst-class:: classref-property
:ref:`float<class_float>` **mie_coefficient** = ``0.005`` :ref:`🔗<class_PhysicalSkyMaterial_property_mie_coefficient>`
.. rst-class:: classref-property-setget
- |void| **set_mie_coefficient**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_mie_coefficient**\ (\ )
Controls the strength of `Mie scattering <https://en.wikipedia.org/wiki/Mie_scattering>`__ for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, Mie scattering results in a whitish color around the sun and horizon.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_mie_color:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **mie_color** = ``Color(0.69, 0.729, 0.812, 1)`` :ref:`🔗<class_PhysicalSkyMaterial_property_mie_color>`
.. rst-class:: classref-property-setget
- |void| **set_mie_color**\ (\ value\: :ref:`Color<class_Color>`\ )
- :ref:`Color<class_Color>` **get_mie_color**\ (\ )
Controls the :ref:`Color<class_Color>` of the `Mie scattering <https://en.wikipedia.org/wiki/Mie_scattering>`__ effect. While not physically accurate, this allows for the creation of alien-looking planets.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_mie_eccentricity:
.. rst-class:: classref-property
:ref:`float<class_float>` **mie_eccentricity** = ``0.8`` :ref:`🔗<class_PhysicalSkyMaterial_property_mie_eccentricity>`
.. rst-class:: classref-property-setget
- |void| **set_mie_eccentricity**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_mie_eccentricity**\ (\ )
Controls the direction of the `Mie scattering <https://en.wikipedia.org/wiki/Mie_scattering>`__. A value of ``1`` means that when light hits a particle it's passing through straight forward. A value of ``-1`` means that all light is scatter backwards.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_night_sky:
.. rst-class:: classref-property
:ref:`Texture2D<class_Texture2D>` **night_sky** :ref:`🔗<class_PhysicalSkyMaterial_property_night_sky>`
.. rst-class:: classref-property-setget
- |void| **set_night_sky**\ (\ value\: :ref:`Texture2D<class_Texture2D>`\ )
- :ref:`Texture2D<class_Texture2D>` **get_night_sky**\ (\ )
:ref:`Texture2D<class_Texture2D>` for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_rayleigh_coefficient:
.. rst-class:: classref-property
:ref:`float<class_float>` **rayleigh_coefficient** = ``2.0`` :ref:`🔗<class_PhysicalSkyMaterial_property_rayleigh_coefficient>`
.. rst-class:: classref-property-setget
- |void| **set_rayleigh_coefficient**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_rayleigh_coefficient**\ (\ )
Controls the strength of the `Rayleigh scattering <https://en.wikipedia.org/wiki/Rayleigh_scattering>`__. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_rayleigh_color:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **rayleigh_color** = ``Color(0.3, 0.405, 0.6, 1)`` :ref:`🔗<class_PhysicalSkyMaterial_property_rayleigh_color>`
.. rst-class:: classref-property-setget
- |void| **set_rayleigh_color**\ (\ value\: :ref:`Color<class_Color>`\ )
- :ref:`Color<class_Color>` **get_rayleigh_color**\ (\ )
Controls the :ref:`Color<class_Color>` of the `Rayleigh scattering <https://en.wikipedia.org/wiki/Rayleigh_scattering>`__. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red :ref:`Color<class_Color>` results in a Mars-looking atmosphere with a corresponding blue sunset.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_sun_disk_scale:
.. rst-class:: classref-property
:ref:`float<class_float>` **sun_disk_scale** = ``1.0`` :ref:`🔗<class_PhysicalSkyMaterial_property_sun_disk_scale>`
.. rst-class:: classref-property-setget
- |void| **set_sun_disk_scale**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_sun_disk_scale**\ (\ )
Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_turbidity:
.. rst-class:: classref-property
:ref:`float<class_float>` **turbidity** = ``10.0`` :ref:`🔗<class_PhysicalSkyMaterial_property_turbidity>`
.. rst-class:: classref-property-setget
- |void| **set_turbidity**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_turbidity**\ (\ )
Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.
.. rst-class:: classref-item-separator
----
.. _class_PhysicalSkyMaterial_property_use_debanding:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **use_debanding** = ``true`` :ref:`🔗<class_PhysicalSkyMaterial_property_use_debanding>`
.. rst-class:: classref-property-setget
- |void| **set_use_debanding**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_use_debanding**\ (\ )
If ``true``, enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
.. |void| replace:: :abbr:`void (No return value.)`