A material that defines a simple sky for a [Sky] resource.
[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 [DirectionalLight3D]s and globally by [member sun_angle_max] and [member 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].
- The sky's overall brightness multiplier. Higher values result in a brighter sky.
- Color of the ground at the bottom. Blends with [member ground_horizon_color].
- How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
- Multiplier for ground color. A higher value will make the ground brighter.
- Color of the ground at the horizon. Blends with [member ground_bottom_color].
- The sky cover texture to use. This texture must use an equirectangular projection (similar to [PanoramaSkyMaterial]). The texture's colors will be [i]added[/i] to the existing sky color, and will be multiplied by [member sky_energy_multiplier] and [member 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).
- The tint to apply to the [member 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 [member sky_cover].
- How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
- Multiplier for sky color. A higher value will make the sky brighter.
- Color of the sky at the horizon. Blends with [member sky_top_color].
- Color of the sky at the top. Blends with [member sky_horizon_color].
- Distance from center of sun where it fades out completely.
- How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max].
- If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.