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Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearance
- Tweak colors to be less saturated and more balanced (in terms of hue). The cool blue sky is balanced by a warm brown ground, which makes reflections look closer to how they'd look like when using an HDRI panorama texture. - Make the ground color dark on both ProceduralSkyMaterial and PhysicalSkyMaterial to reduce indoor light leaking, especially when using GI. - Tweak the PhysicalSkyMaterial colors to be as close as possible to ProceduralSkyMaterial (with the default sun orientation). - Tweak editor environment defaults to be identical to the default ProceduralSkyMaterial colors. Previously, the default editor sky color was different from the colors of a newly created ProceduralSkyMaterial resource. Both new skies were tested without GI, with SDFGI and with VoxelGI. They were tuned to look best when using ACES tonemapping with a whitepoint set to 6, but they still look good with other tonemapping operators.
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@@ -7353,8 +7353,8 @@ void Node3DEditor::_load_default_preview_settings() {
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sun_angle_altitude->set_value(-Math::rad2deg(sun_rotation.x));
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sun_angle_azimuth->set_value(180.0 - Math::rad2deg(sun_rotation.y));
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sun_direction->update();
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environ_sky_color->set_pick_color(Color::hex(0x91b2ceff));
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environ_ground_color->set_pick_color(Color::hex(0x1f1f21ff));
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environ_sky_color->set_pick_color(Color(0.385, 0.454, 0.55));
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environ_ground_color->set_pick_color(Color(0.2, 0.169, 0.133));
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environ_energy->set_value(1.0);
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environ_glow_button->set_pressed(true);
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environ_tonemap_button->set_pressed(true);
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