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9251821c97
These are needed to tweak sky exposure separately from background
25 lines
1.5 KiB
XML
25 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PanoramaSkyMaterial" inherits="Material" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A material that provides a special texture to a [Sky], usually an HDR panorama.
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</brief_description>
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<description>
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A resource referenced in a [Sky] that is used to draw a background. [PanoramaSkyMaterial] functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a [Cubemap].
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Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose.
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You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="energy_multiplier" type="float" setter="set_energy_multiplier" getter="get_energy_multiplier" default="1.0">
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The sky's overall brightness multiplier. Higher values result in a brighter sky.
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</member>
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<member name="filter" type="bool" setter="set_filtering_enabled" getter="is_filtering_enabled" default="true">
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A boolean value to determine if the background texture should be filtered or not.
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</member>
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<member name="panorama" type="Texture2D" setter="set_panorama" getter="get_panorama">
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[Texture2D] to be applied to the [PanoramaSkyMaterial].
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</member>
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</members>
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</class>
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