PhysicalSkyMaterial

Inherits: Material < Resource < RefCounted < Object

Sky 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 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 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 ShaderMaterial and adding a night sky directly into the resulting shader.

Properties

float

exposure

0.1

Color

ground_color

Color(0.1, 0.07, 0.034, 1)

float

mie_coefficient

0.005

Color

mie_color

Color(0.69, 0.729, 0.812, 1)

float

mie_eccentricity

0.8

Texture2D

night_sky

float

rayleigh_coefficient

2.0

Color

rayleigh_color

Color(0.3, 0.405, 0.6, 1)

float

sun_disk_scale

1.0

float

turbidity

10.0

bool

use_debanding

true

Property Descriptions

Default

0.1

Setter

set_exposure(value)

Getter

get_exposure()

Sets the exposure of the sky. Higher exposure values make the entire sky brighter.


Default

Color(0.1, 0.07, 0.034, 1)

Setter

set_ground_color(value)

Getter

get_ground_color()

Modulates the Color on the bottom half of the sky to represent the ground.


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.


Default

Color(0.69, 0.729, 0.812, 1)

Setter

set_mie_color(value)

Getter

get_mie_color()

Controls the Color of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets.


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.


Setter

set_night_sky(value)

Getter

get_night_sky()

Texture2D for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.


  • 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.


Default

Color(0.3, 0.405, 0.6, 1)

Setter

set_rayleigh_color(value)

Getter

get_rayleigh_color()

Controls the 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 Color results in a Mars-looking atmosphere with a corresponding blue sunset.


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.


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.


  • 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.