Table of Contents

Class ProceduralSkyMaterial

A material that defines a simple sky for a Sky resource.

Inheritance
ProceduralSkyMaterial

Remarks

ProceduralSkyMaterial provides a way to create an effective background quickly by defining procedural parameters for the sun, the sky and the ground. The sky and ground are defined by a main color, a color at the horizon, and an easing curve to interpolate between them. Suns are described by a position in the sky, a color, and a max angle from the sun at which the easing curve ends. The max angle therefore defines the size of the sun in the sky.

ProceduralSkyMaterial supports up to 4 suns, using the color, and energy, direction, and angular distance of the first four DirectionalLight3D nodes in the scene. This means that the suns are defined individually by the properties of their corresponding DirectionalLight3Ds and globally by sun_angle_max and sun_curve.

ProceduralSkyMaterial uses a lightweight shader to draw the sky and is therefore suited for real-time updates. This makes it a great option for a sky that is simple and computationally cheap, but unrealistic. If you need a more realistic procedural option, use PhysicalSkyMaterial.

Properties

energy_multiplier

The sky's overall brightness multiplier. Higher values result in a brighter sky.

var energy_multiplier : float = 1.0

Property Value

float

Remarks

  • void set_energy_multiplier(float value)
  • float get_energy_multiplier

ground_bottom_color

Color of the ground at the bottom. Blends with ground_horizon_color.

var ground_bottom_color : Color = Color(0.2, 0.169, 0.133, 1)

Property Value

Color

Remarks

  • void set_ground_bottom_color(Color value)
  • Color get_ground_bottom_color

ground_curve

How quickly the ground_horizon_color fades into the ground_bottom_color.

var ground_curve : float = 0.02

Property Value

float

Remarks

  • void set_ground_curve(float value)
  • float get_ground_curve

ground_energy_multiplier

Multiplier for ground color. A higher value will make the ground brighter.

var ground_energy_multiplier : float = 1.0

Property Value

float

Remarks

  • void set_ground_energy_multiplier(float value)
  • float get_ground_energy_multiplier

ground_horizon_color

Color of the ground at the horizon. Blends with ground_bottom_color.

var ground_horizon_color : Color = Color(0.6463, 0.6558, 0.6708, 1)

Property Value

Color

Remarks

  • void set_ground_horizon_color(Color value)
  • Color get_ground_horizon_color

sky_cover

The sky cover texture to use. This texture must use an equirectangular projection (similar to PanoramaSkyMaterial). The texture's colors will be added to the existing sky color, and will be multiplied by sky_energy_multiplier and sky_cover_modulate. This is mainly suited to displaying stars at night, but it can also be used to display clouds at day or night (with a non-physically-accurate look).

var sky_cover : Texture2D

Property Value

Texture2D

Remarks

sky_cover_modulate

The tint to apply to the sky_cover texture. This can be used to change the sky cover's colors or opacity independently of the sky energy, which is useful for day/night or weather transitions. Only effective if a texture is defined in sky_cover.

var sky_cover_modulate : Color = Color(1, 1, 1, 1)

Property Value

Color

Remarks

  • void set_sky_cover_modulate(Color value)
  • Color get_sky_cover_modulate

sky_curve

How quickly the sky_horizon_color fades into the sky_top_color.

var sky_curve : float = 0.15

Property Value

float

Remarks

  • void set_sky_curve(float value)
  • float get_sky_curve

sky_energy_multiplier

Multiplier for sky color. A higher value will make the sky brighter.

var sky_energy_multiplier : float = 1.0

Property Value

float

Remarks

  • void set_sky_energy_multiplier(float value)
  • float get_sky_energy_multiplier

sky_horizon_color

Color of the sky at the horizon. Blends with sky_top_color.

var sky_horizon_color : Color = Color(0.6463, 0.6558, 0.6708, 1)

Property Value

Color

Remarks

  • void set_sky_horizon_color(Color value)
  • Color get_sky_horizon_color

sky_top_color

Color of the sky at the top. Blends with sky_horizon_color.

var sky_top_color : Color = Color(0.385, 0.454, 0.55, 1)

Property Value

Color

Remarks

  • void set_sky_top_color(Color value)
  • Color get_sky_top_color

sun_angle_max

Distance from center of sun where it fades out completely.

var sun_angle_max : float = 30.0

Property Value

float

Remarks

  • void set_sun_angle_max(float value)
  • float get_sun_angle_max

sun_curve

How quickly the sun fades away between the edge of the sun disk and sun_angle_max.

var sun_curve : float = 0.15

Property Value

float

Remarks

  • void set_sun_curve(float value)
  • float get_sun_curve

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.

var use_debanding : bool = true

Property Value

bool

Remarks

  • void set_use_debanding(bool value)
  • bool get_use_debanding