reckfellENGINE

PhysicalSkyMaterial

A material that defines a sky for a Sky resource by a set of physical properties.

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class PhysicalSkyMaterialReckfellSharpInherits Material

A material that defines a sky for a Sky resource by a set of physical properties.

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.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

PhysicalSkyMaterialConstructor
# PhysicalSkyMaterial
C#
public PhysicalSkyMaterial();

Properties11

EnergyMultiplierProperty
# EnergyMultiplier
C#
public float EnergyMultiplier { get; set; }

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

GroundColorProperty
# GroundColor
C#
public Color GroundColor { get; set; }

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

MieCoefficientProperty
# MieCoefficient
C#
public float MieCoefficient { get; set; }

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.

MieColorProperty
# MieColor
C#
public Color MieColor { get; set; }

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

MieEccentricityProperty
# MieEccentricity
C#
public float MieEccentricity { get; set; }

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.

NightSkyProperty
# NightSky
C#
public Texture2D NightSky { get; set; }

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

RayleighCoefficientProperty
# RayleighCoefficient
C#
public float RayleighCoefficient { get; set; }

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.

RayleighColorProperty
# RayleighColor
C#
public Color RayleighColor { get; set; }

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.

SunDiskScaleProperty
# SunDiskScale
C#
public float SunDiskScale { get; set; }

Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.

TurbidityProperty
# Turbidity
C#
public float Turbidity { get; set; }

Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.

UseDebandingProperty
# UseDebanding
C#
public bool UseDebanding { get; set; }

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.

Methods22

GetEnergyMultiplierfloat
# GetEnergyMultiplier
C#
public float GetEnergyMultiplier();
Returns float
GetGroundColorColor
# GetGroundColor
C#
public Color GetGroundColor();
Returns Color
GetMieCoefficientfloat
# GetMieCoefficient
C#
public float GetMieCoefficient();
Returns float
GetMieColorColor
# GetMieColor
C#
public Color GetMieColor();
Returns Color
GetMieEccentricityfloat
# GetMieEccentricity
C#
public float GetMieEccentricity();
Returns float
GetNightSkyTexture2D
# GetNightSky
C#
public Texture2D GetNightSky();
Returns Texture2D
GetRayleighCoefficientfloat
# GetRayleighCoefficient
C#
public float GetRayleighCoefficient();
Returns float
GetRayleighColorColor
# GetRayleighColor
C#
public Color GetRayleighColor();
Returns Color
GetSunDiskScalefloat
# GetSunDiskScale
C#
public float GetSunDiskScale();
Returns float
GetTurbidityfloat
# GetTurbidity
C#
public float GetTurbidity();
Returns float
GetUseDebandingbool
# GetUseDebanding
C#
public bool GetUseDebanding();
Returns bool
SetEnergyMultipliervoid
# SetEnergyMultiplier
C#
public void SetEnergyMultiplier(float multiplier);
Parameters
NameTypeDefault
multiplierfloat—
SetGroundColorvoid
# SetGroundColor
C#
public void SetGroundColor(Color color);
Parameters
NameTypeDefault
colorColor—
SetMieCoefficientvoid
# SetMieCoefficient
C#
public void SetMieCoefficient(float mie);
Parameters
NameTypeDefault
miefloat—
SetMieColorvoid
# SetMieColor
C#
public void SetMieColor(Color color);
Parameters
NameTypeDefault
colorColor—
SetMieEccentricityvoid
# SetMieEccentricity
C#
public void SetMieEccentricity(float eccentricity);
Parameters
NameTypeDefault
eccentricityfloat—
SetNightSkyvoid
# SetNightSky
C#
public void SetNightSky(Texture2D nightSky);
Parameters
NameTypeDefault
nightSkyTexture2D—
SetRayleighCoefficientvoid
# SetRayleighCoefficient
C#
public void SetRayleighCoefficient(float rayleigh);
Parameters
NameTypeDefault
rayleighfloat—
SetRayleighColorvoid
# SetRayleighColor
C#
public void SetRayleighColor(Color color);
Parameters
NameTypeDefault
colorColor—
SetSunDiskScalevoid
# SetSunDiskScale
C#
public void SetSunDiskScale(float scale);
Parameters
NameTypeDefault
scalefloat—
SetTurbidityvoid
# SetTurbidity
C#
public void SetTurbidity(float turbidity);
Parameters
NameTypeDefault
turbidityfloat—
SetUseDebandingvoid
# SetUseDebanding
C#
public void SetUseDebanding(bool useDebanding);
Parameters
NameTypeDefault
useDebandingbool—
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