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@@ -208,16 +208,16 @@ void ProceduralSkyMaterial::_update_shader() {
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shader_type sky;
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-uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
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-uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);
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-uniform float sky_curve : hint_range(0, 1) = 0.09;
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+uniform vec4 sky_top_color : hint_color = vec4(0.385, 0.454, 0.55, 1.0);
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+uniform vec4 sky_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
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+uniform float sky_curve : hint_range(0, 1) = 0.15;
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uniform float sky_energy = 1.0;
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-uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);
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-uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);
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+uniform vec4 ground_bottom_color : hint_color = vec4(0.2, 0.169, 0.133, 1.0);
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+uniform vec4 ground_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
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uniform float ground_curve : hint_range(0, 1) = 0.02;
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uniform float ground_energy = 1.0;
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-uniform float sun_angle_max = 1.74;
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-uniform float sun_curve : hint_range(0, 1) = 0.05;
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+uniform float sun_angle_max = 30.0;
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+uniform float sun_curve : hint_range(0, 1) = 0.15;
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void sky() {
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float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
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@@ -277,18 +277,18 @@ void sky() {
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}
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ProceduralSkyMaterial::ProceduralSkyMaterial() {
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- set_sky_top_color(Color(0.35, 0.46, 0.71));
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- set_sky_horizon_color(Color(0.55, 0.69, 0.81));
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- set_sky_curve(0.09);
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+ set_sky_top_color(Color(0.385, 0.454, 0.55));
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+ set_sky_horizon_color(Color(0.6463, 0.6558, 0.6708));
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+ set_sky_curve(0.15);
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set_sky_energy(1.0);
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- set_ground_bottom_color(Color(0.12, 0.12, 0.13));
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- set_ground_horizon_color(Color(0.37, 0.33, 0.31));
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+ set_ground_bottom_color(Color(0.2, 0.169, 0.133));
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+ set_ground_horizon_color(Color(0.6463, 0.6558, 0.6708));
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set_ground_curve(0.02);
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set_ground_energy(1.0);
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- set_sun_angle_max(100.0);
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- set_sun_curve(0.05);
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+ set_sun_angle_max(30.0);
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+ set_sun_curve(0.15);
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}
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ProceduralSkyMaterial::~ProceduralSkyMaterial() {
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@@ -583,14 +583,14 @@ void PhysicalSkyMaterial::_update_shader() {
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shader_type sky;
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uniform float rayleigh : hint_range(0, 64) = 2.0;
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-uniform vec4 rayleigh_color : hint_color = vec4(0.26, 0.41, 0.58, 1.0);
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+uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0);
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uniform float mie : hint_range(0, 1) = 0.005;
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uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
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-uniform vec4 mie_color : hint_color = vec4(0.63, 0.77, 0.92, 1.0);
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+uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0);
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uniform float turbidity : hint_range(0, 1000) = 10.0;
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uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
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-uniform vec4 ground_color : hint_color = vec4(1.0);
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+uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0);
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uniform float exposure : hint_range(0, 128) = 0.1;
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uniform float dither_strength : hint_range(0, 10) = 1.0;
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@@ -680,13 +680,13 @@ void sky() {
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PhysicalSkyMaterial::PhysicalSkyMaterial() {
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set_rayleigh_coefficient(2.0);
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- set_rayleigh_color(Color(0.26, 0.41, 0.58));
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+ set_rayleigh_color(Color(0.3, 0.405, 0.6));
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set_mie_coefficient(0.005);
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set_mie_eccentricity(0.8);
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- set_mie_color(Color(0.63, 0.77, 0.92));
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+ set_mie_color(Color(0.69, 0.729, 0.812));
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set_turbidity(10.0);
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set_sun_disk_scale(1.0);
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- set_ground_color(Color(1.0, 1.0, 1.0));
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+ set_ground_color(Color(0.1, 0.07, 0.034));
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set_exposure(0.1);
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set_dither_strength(1.0);
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}
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