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Added clarification for shader settings
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@ -67,6 +67,9 @@ To implement this sky into a project
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7. It may be necessary to reload the scene to make the sky work in the editor
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8. If the sky is very slow try changing the process mode to "High-Quality Incremental" in the Sky settings in the WorldEnvironment
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To understand what the shader settings do, read the comments in the `nishita_sky.gdshader` file.
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The variables prefixed with `precomputed_` are set by the `NishitaSky.gd` script, they cannot be modified.
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## Todo
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* Fix clouds "jumping" after some time
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* Clean up code
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@ -15,16 +15,16 @@ uniform float precomputed_sun_size
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uniform float precomputed_sun_energy = 1.0;
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uniform float precomputed_background_intensity = 1.0;
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// Controls the scattering responsible for the blue color of a real life sky
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// Rayleigh scattering gives the sky its blue color, its effects are visible across the whole sky
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uniform vec3 rayleigh_color = vec3(0.258928571428571, 0.580357142857143, 1.0);
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uniform float rayleigh
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: hint_range(0, 64) =
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1.0; // higher values absorb more rayleigh_color, more blue by default
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// Controls the scattering responsible for the white horizon of a real life sky
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// Mie scattering creates a haze, which is visible around the sun and the horizon
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uniform vec3 mie_color = vec3(1.0, 1.0, 1.0);
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uniform float mie
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: hint_range(0, 64) = 1.0; // higher values make a "foggy" atmosphere
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: hint_range(0, 64) = 1.0; // increase for a "foggy" atmosphere
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uniform float mie_eccentricity : hint_range(-1, 0.99999) = 0.76;
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// Sample counts for different parts of the sky
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