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@@ -564,10 +564,10 @@ 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(0.056, 0.14, 0.3, 1.0);
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+uniform vec4 rayleigh_color : hint_color = vec4(0.26, 0.41, 0.58, 1.0);
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uniform 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(0.36, 0.56, 0.82, 1.0);
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+uniform vec4 mie_color : hint_color = vec4(0.63, 0.77, 0.92, 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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@@ -661,10 +661,10 @@ 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(0.056, 0.14, 0.3));
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+ set_rayleigh_color(Color(0.26, 0.41, 0.58));
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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(0.36, 0.56, 0.82));
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+ set_mie_color(Color(0.63, 0.77, 0.92));
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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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