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godot-docs/classes/class_physicalskymaterial.rst
2022-07-27 13:59:06 +02:00

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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>`
:ref:`Sky<class_Sky>` :ref:`Material<class_Material>` used for a physically based sky.
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.
As it is based on a daylight model, the sky fades to black as the sunset ends. If you want a full day/night cycle, you will have to add a night sky by converting this to a :ref:`ShaderMaterial<class_ShaderMaterial>` and adding a night sky directly into the resulting shader.
Properties
----------
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :ref:`float<class_float>` | :ref:`exposure<class_PhysicalSkyMaterial_property_exposure>` | ``0.1`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
| :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`` |
+-----------------------------------+--------------------------------------------------------------------------------------+----------------------------------+
Property Descriptions
---------------------
.. _class_PhysicalSkyMaterial_property_exposure:
- :ref:`float<class_float>` **exposure**
+-----------+---------------------+
| *Default* | ``0.1`` |
+-----------+---------------------+
| *Setter* | set_exposure(value) |
+-----------+---------------------+
| *Getter* | get_exposure() |
+-----------+---------------------+
Sets the exposure of the sky. Higher exposure values make the entire sky brighter.
----
.. _class_PhysicalSkyMaterial_property_ground_color:
- :ref:`Color<class_Color>` **ground_color**
+-----------+--------------------------------+
| *Default* | ``Color(0.1, 0.07, 0.034, 1)`` |
+-----------+--------------------------------+
| *Setter* | set_ground_color(value) |
+-----------+--------------------------------+
| *Getter* | get_ground_color() |
+-----------+--------------------------------+
Modulates the :ref:`Color<class_Color>` on the bottom half of the sky to represent the ground.
----
.. _class_PhysicalSkyMaterial_property_mie_coefficient:
- :ref:`float<class_float>` **mie_coefficient**
+-----------+----------------------------+
| *Default* | ``0.005`` |
+-----------+----------------------------+
| *Setter* | set_mie_coefficient(value) |
+-----------+----------------------------+
| *Getter* | get_mie_coefficient() |
+-----------+----------------------------+
Controls the strength of 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.
----
.. _class_PhysicalSkyMaterial_property_mie_color:
- :ref:`Color<class_Color>` **mie_color**
+-----------+----------------------------------+
| *Default* | ``Color(0.69, 0.729, 0.812, 1)`` |
+-----------+----------------------------------+
| *Setter* | set_mie_color(value) |
+-----------+----------------------------------+
| *Getter* | get_mie_color() |
+-----------+----------------------------------+
Controls the :ref:`Color<class_Color>` of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets.
----
.. _class_PhysicalSkyMaterial_property_mie_eccentricity:
- :ref:`float<class_float>` **mie_eccentricity**
+-----------+-----------------------------+
| *Default* | ``0.8`` |
+-----------+-----------------------------+
| *Setter* | set_mie_eccentricity(value) |
+-----------+-----------------------------+
| *Getter* | get_mie_eccentricity() |
+-----------+-----------------------------+
Controls the direction of the 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.
----
.. _class_PhysicalSkyMaterial_property_night_sky:
- :ref:`Texture2D<class_Texture2D>` **night_sky**
+----------+----------------------+
| *Setter* | set_night_sky(value) |
+----------+----------------------+
| *Getter* | 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.
----
.. _class_PhysicalSkyMaterial_property_rayleigh_coefficient:
- :ref:`float<class_float>` **rayleigh_coefficient**
+-----------+---------------------------------+
| *Default* | ``2.0`` |
+-----------+---------------------------------+
| *Setter* | set_rayleigh_coefficient(value) |
+-----------+---------------------------------+
| *Getter* | get_rayleigh_coefficient() |
+-----------+---------------------------------+
Controls the strength of the Rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky.
----
.. _class_PhysicalSkyMaterial_property_rayleigh_color:
- :ref:`Color<class_Color>` **rayleigh_color**
+-----------+-------------------------------+
| *Default* | ``Color(0.3, 0.405, 0.6, 1)`` |
+-----------+-------------------------------+
| *Setter* | set_rayleigh_color(value) |
+-----------+-------------------------------+
| *Getter* | get_rayleigh_color() |
+-----------+-------------------------------+
Controls the :ref:`Color<class_Color>` of the 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.
----
.. _class_PhysicalSkyMaterial_property_sun_disk_scale:
- :ref:`float<class_float>` **sun_disk_scale**
+-----------+---------------------------+
| *Default* | ``1.0`` |
+-----------+---------------------------+
| *Setter* | set_sun_disk_scale(value) |
+-----------+---------------------------+
| *Getter* | get_sun_disk_scale() |
+-----------+---------------------------+
Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.
----
.. _class_PhysicalSkyMaterial_property_turbidity:
- :ref:`float<class_float>` **turbidity**
+-----------+----------------------+
| *Default* | ``10.0`` |
+-----------+----------------------+
| *Setter* | set_turbidity(value) |
+-----------+----------------------+
| *Getter* | get_turbidity() |
+-----------+----------------------+
Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.
----
.. _class_PhysicalSkyMaterial_property_use_debanding:
- :ref:`bool<class_bool>` **use_debanding**
+-----------+--------------------------+
| *Default* | ``true`` |
+-----------+--------------------------+
| *Setter* | set_use_debanding(value) |
+-----------+--------------------------+
| *Getter* | 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.)`
.. |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.)`