Add dithering to ProceduralSkyMaterial to combat banding
Dithering was already present in PhysicalSkyMaterial. This brings it to ProceduralSkyMaterial as well, with the same algorithm and default intensity.
This commit is contained in:
parent
83d2673772
commit
bc2ca2ebcf
4 changed files with 35 additions and 1 deletions
|
|
@ -11,6 +11,9 @@
|
|||
<tutorials>
|
||||
</tutorials>
|
||||
<members>
|
||||
<member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0">
|
||||
The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky.
|
||||
</member>
|
||||
<member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.2, 0.169, 0.133, 1)">
|
||||
Color of the ground at the bottom. Blends with [member ground_horizon_color].
|
||||
</member>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue