This is a Nishita sky shader for Godot 4.0, with [Clay John's volumetric clouds](https://github.com/clayjohn/godot-volumetric-cloud-demo) based on [a tutorial by scratch pixel](https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/simulating-sky/simulating-colors-of-the-sky.html).
2. In the "NishitaSky" node set "sun_object_path" variable to the desired directional light, do not make this directional light a child of the "NishitaSky" node
3. Create an "WorldEnvironment" node, set the sky material to the "nishita_sky" material
4. Click copy on the sky section of the "WorldEnvironment" node, and paste it into the "sky_material" section of the "NishitaSky" node. **THE MATERIALS MUST BE LINKED FOR THE SKY PARAMETERS TO BE THE SAME ON THE SCRIPT AND THE SHADER**
5. Set the correct "sun_ground_height" on the "NishitaSky" node, this is the height of objects on the ground
6. After adjusting all settings as needed click the "Compute Gradient Toggle" to precompute the sun color gradient
7. It may be necessary to reload the scene to make the sky work in the editor
8. If the sky is very slow try changing the process mode to "High-Quality Incremental" in the Sky settings in the WorldEnvironment
To understand what the shader settings do, read the comments in the `nishita_sky.gdshader` file. The variables prefixed with `precomputed_` are set by the `NishitaSky.gd` script, they cannot be modified.
* Earth image was color corrected and compressed to webp from [NASA](https://visibleearth.nasa.gov/images/74142/september-blue-marble-next-generation/74159l)