Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
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.
As it is based on a daylight model, the sky fades to black as the sunset ends. If you want a full day/night cycle, you will have to add a night sky by converting this to a ShaderMaterial and adding a night sky directly into the resulting shader.
float energy_multiplier =
The sky's overall brightness multiplier. Higher values result in a brighter sky.
Color ground_color =
Color(0.1, 0.07, 0.034, 1)
Modulates the Color on the bottom half of the sky to represent the ground.
float mie_coefficient =
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.
Color mie_color =
Color(0.69, 0.729, 0.812, 1)
float mie_eccentricity =
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.
Texture2D for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.
float rayleigh_coefficient =
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.
Color rayleigh_color =
Color(0.3, 0.405, 0.6, 1)
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.
float sun_disk_scale =
Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.
float turbidity =
Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.
bool use_debanding =
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.