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Merge pull request #55174 from clayjohn/Sky-SRGB

Rémi Verschelde 3 years ago
parent
commit
a387094c25
2 changed files with 6 additions and 6 deletions
  1. 2 2
      doc/classes/PhysicalSkyMaterial.xml
  2. 4 4
      scene/resources/sky_material.cpp

+ 2 - 2
doc/classes/PhysicalSkyMaterial.xml

@@ -23,7 +23,7 @@
 		<member name="mie_coefficient" type="float" setter="set_mie_coefficient" getter="get_mie_coefficient" default="0.005">
 			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.
 		</member>
-		<member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.36, 0.56, 0.82, 1)">
+		<member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.63, 0.77, 0.92, 1)">
 			Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien looking planets.
 		</member>
 		<member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8">
@@ -35,7 +35,7 @@
 		<member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0">
 			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.
 		</member>
-		<member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.056, 0.14, 0.3, 1)">
+		<member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.26, 0.41, 0.58, 1)">
 			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.
 		</member>
 		<member name="sun_disk_scale" type="float" setter="set_sun_disk_scale" getter="get_sun_disk_scale" default="1.0">

+ 4 - 4
scene/resources/sky_material.cpp

@@ -564,10 +564,10 @@ void PhysicalSkyMaterial::_update_shader() {
 shader_type sky;
 
 uniform float rayleigh : hint_range(0, 64) = 2.0;
-uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);
+uniform vec4 rayleigh_color : hint_color = vec4(0.26, 0.41, 0.58, 1.0);
 uniform float mie : hint_range(0, 1) = 0.005;
 uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
-uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);
+uniform vec4 mie_color : hint_color = vec4(0.63, 0.77, 0.92, 1.0);
 
 uniform float turbidity : hint_range(0, 1000) = 10.0;
 uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
@@ -661,10 +661,10 @@ void sky() {
 
 PhysicalSkyMaterial::PhysicalSkyMaterial() {
 	set_rayleigh_coefficient(2.0);
-	set_rayleigh_color(Color(0.056, 0.14, 0.3));
+	set_rayleigh_color(Color(0.26, 0.41, 0.58));
 	set_mie_coefficient(0.005);
 	set_mie_eccentricity(0.8);
-	set_mie_color(Color(0.36, 0.56, 0.82));
+	set_mie_color(Color(0.63, 0.77, 0.92));
 	set_turbidity(10.0);
 	set_sun_disk_scale(1.0);
 	set_ground_color(Color(1.0, 1.0, 1.0));