ProcessMode

    Sky.swift:47
    enum ProcessMode

    Cases

    • case automatic

      Automatically selects the appropriate process mode based on your sky shader. If your shader uses TIME or POSITION, this will use .realtime. If your shader uses any of the LIGHT_* variables or any custom uniforms, this uses .incremental. Otherwise, this defaults to .quality.

    • case quality

      Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than .realtime but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing ProjectSettings/rendering/reflections/skyReflections/ggxSamples.

    • case incremental

      Uses the same high quality importance sampling to process the radiance map as .quality, but updates over several frames. The number of frames is determined by ProjectSettings/rendering/reflections/skyReflections/roughnessLayers. Use this when you need highest quality radiance maps, but have a sky that updates slowly.

    • case realtime

      Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on ProjectSettings/rendering/reflections/skyReflections/fastFilterHighQuality.

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    Instance members

    • var processMode: Sky.ProcessMode

      Sets the method for generating the radiance map from the sky. The radiance map is a cubemap with increasingly blurry versions of the sky corresponding to different levels of roughness. Radiance maps can be expensive to calculate. See ProcessMode for options.

    • var radianceSize: Sky.RadianceSize

      The Sky’s radiance map size. The higher the radiance map size, the more detailed the lighting from the Sky will be.

    • var skyMaterial: Material?

      Material used to draw the background. Can be PanoramaSkyMaterial, ProceduralSkyMaterial, PhysicalSkyMaterial, or even a ShaderMaterial if you want to use your own custom shader.

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