PhysicalSkyMaterial

    A material that defines a sky for a Sky resource by a set of physical properties.

    PhysicalSkyMaterial.swift:16
    class PhysicalSkyMaterial

    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.

    Superclasses

    • class Material

      Virtual base class for applying visual properties to an object, such as color and roughness.

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Type members

    Instance members

    • var energyMultiplier: Double

      The sky’s overall brightness multiplier. Higher values result in a brighter sky.

    • var groundColor: Color

      Modulates the Color on the bottom half of the sky to represent the ground.

    • var mieCoefficient: Double

      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.

    • var mieColor: Color

      Controls the Color of the Mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets.

    • var mieEccentricity: Double

      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.

    • var nightSky: Texture2D?

      Texture2D for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.

    • var rayleighCoefficient: Double

      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.

    • var rayleighColor: Color

      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.

    • var sunDiskScale: Double

      Sets the size of the sun disk. Default value is based on Sol’s perceived size from Earth.

    • var turbidity: Double

      Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.

    • var useDebanding: Bool

      If 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.