diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 33f1487e3c2..c41d402a7ec 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -62,7 +62,8 @@
The ambient light's energy. The higher the value, the stronger the light.
- Defines the amount of light that the sky brings on the scene. A value of 0 means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1 means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
+ Defines the amount of light that the sky brings on the scene. A value of [code]0.0[/code] means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
+ [b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped between [code]0.0[/code] and [code]1.0[/code] (inclusive).
If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index 1727c8bf00c..17b49951555 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -96,7 +96,9 @@ void Environment::set_ambient_light_energy(float p_energy) {
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution);
}
void Environment::set_ambient_light_sky_contribution(float p_energy) {
- ambient_sky_contribution = p_energy;
+ // Sky contribution values outside the [0.0; 1.0] range don't make sense and
+ // can result in negative colors.
+ ambient_sky_contribution = CLAMP(p_energy, 0.0, 1.0);
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution);
}