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path: root/doc/classes/PhysicalSkyMaterial.xml
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* Remove note about night sky in PhysicalSkyMaterialThomas ten Cate2024-06-041-1/+0
| | | A night sky texture has been supported for quite some time now: https://github.com/godotengine/godot/pull/38791 So the instruction to use your own shader for this seems to be outdated.
* Improve the top docs sections of VFX classesMewPurPur2023-08-111-1/+1
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* Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
| | | | Keep on waitin'
* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Document PhysicalSkyMaterial's `energy_multiplier` propertyHugo Locurcio2022-11-241-5/+6
| | | | This makes the PhysicalSkyMaterial class 100% documented.
* Implement Physical Light Units as an optional setting.clayjohn2022-08-311-2/+1
| | | | | | This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
* Use IGN instead of white noise for sky ditheringclayjohn2022-05-241-3/+3
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* Add dithering to ProceduralSkyMaterial to combat bandingHugo Locurcio2022-04-091-1/+1
| | | | | | Dithering was already present in PhysicalSkyMaterial. This brings it to ProceduralSkyMaterial as well, with the same algorithm and default intensity.
* Add an XML schema for documentationHugo Locurcio2022-02-151-1/+1
| | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearanceHugo Locurcio2022-02-121-6/+6
| | | | | | | | | | | | | | | | | | | | | - Tweak colors to be less saturated and more balanced (in terms of hue). The cool blue sky is balanced by a warm brown ground, which makes reflections look closer to how they'd look like when using an HDRI panorama texture. - Make the ground color dark on both ProceduralSkyMaterial and PhysicalSkyMaterial to reduce indoor light leaking, especially when using GI. - Tweak the PhysicalSkyMaterial colors to be as close as possible to ProceduralSkyMaterial (with the default sun orientation). - Tweak editor environment defaults to be identical to the default ProceduralSkyMaterial colors. Previously, the default editor sky color was different from the colors of a newly created ProceduralSkyMaterial resource. Both new skies were tested without GI, with SDFGI and with VoxelGI. They were tuned to look best when using ACES tonemapping with a whitepoint set to 6, but they still look good with other tonemapping operators.
* Convert PhysicalSkyMaterial colors to SRGBclayjohn2021-11-211-2/+2
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* Don't generate empty doc sections and reduce code duplicationAaron Franke2021-09-201-4/+0
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* Better format arguments in variant parserMichael Alexsander Silva Dias2021-06-181-3/+3
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* class reference proofreadingPaul Joannon2021-03-191-4/+4
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* Add night sky to PhysicalSkyMaterialclayjohn2020-05-161-0/+3
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* doc: Update classref with node renamesRémi Verschelde2020-03-301-1/+1
| | | | A few extra renames for classes which were missed in last week's PRs.
* Working sky shader implementationclayjohn2020-03-211-0/+49