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Expose energy_multiplier to remaining SkyMaterials #83938

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merged 1 commit into from
Dec 11, 2023

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clayjohn
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Reported on twitter: https://x.com/PLyczkowski/status/1717134276133589340?s=20

These are needed to tweak sky exposure separately from background. We had the ability to modify exposure in 3.x. In 4.x I partially brought it back, but only for PhysicalSkyMaterial. For PanoramaSkyMaterial the function definitions were added, but not implemented. For ProceduralSkyMaterial you have to adjust ground energy and sky energy separately, which really sucks.

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These are needed to tweak sky exposure separately from background
@clayjohn clayjohn added this to the 4.3 milestone Oct 25, 2023
@clayjohn clayjohn requested a review from a team as a code owner October 25, 2023 12:15
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@Calinou Calinou left a comment

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Tested locally, it works as expected. This makes sense to have as 3.x had similar capabilities.

This is useful to multiply sky energy when it's used only as ambient light (the Ambient Light Energy property only affects the color that is mixed with the sky color if Ambient Light Sky Contribution is less than 1.0):

simplescreenrecorder-2023-12-11_22.16.44.mp4

That said, it could be argued the behavior I mentioned is a bug as 3.x didn't behave like this: #56139

@akien-mga akien-mga changed the title Expose energy_multiplier to remaining SkyMaterials Expose energy_multiplier to remaining SkyMaterials Dec 11, 2023
@akien-mga akien-mga merged commit 5529d32 into godotengine:master Dec 11, 2023
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Thanks!

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3 participants