SgtSky
Material
The material used to render this component.
This material must use the Space Graphics Toolkit/Sky shader. You cannot use a normal shader.
Shader Settings
ALBEDO
If you enable this, then the SgtCloud component's CoverageTex RGB values will be used to color the clouds.
LIGHTING
If you enable this, then the sky will be lit from a specific direction. If not, the whole sky will be lit the same.
DITHER
If you enable this, the atmospheric scattering LUT will be dithered, reducing banding between colors.
CLIP INNER
If you enable this, the sky density calculations will be clipped to the SgtSky component's InnerMeshRadius setting, creating a smoother looking atmosphere even if the planet surface LOD is low.
Color
The final color is multiplied by this, allowing you to tint the atmosphere.
Brightness
The Color.rgb values will be multiplied by this.
InnerMeshRadius
The radius where the atmosphere reaches maximum density in local space. This should match your planet or ocean radius.
Height
This allows you to set how high the atmosphere extends above the surface of the planet in local space.
Density
This allows you to adjust the fog level of the atmosphere.
CameraOffset
This allows you to offset the camera distance in world space when rendering the atmosphere, giving fine control over the render order.
RevealStars
This allows you to control how easy it is to see the stars and other objects outside the atmosphere when it's dark.
DepthOpaque
This allows you to control how fast the opacity of the sky increases as the camera descends. This is used to mimic how stars appear to fade out as you travel from space to the surface of your planet.
RayleighColor
The Rayleigh scattering color.
RayleighMultiplier
The Rayleigh scattering color is multiplied by this.
RayleighHeight
The 0..1 altitude where Rayleigh scattering dominates.
MieAbsorb
The Mie absorption.
MieMultiplier
The Mie scattering color is multiplied by this.
MieHeight
The 0..1 altitude where Mie scattering dominates.
MieAsymmetry
The Mie scattering asymmetry factor.
MieAsymmetry2
The secondary Mie scattering asymmetry factor for the sun.
OzoneColor
The ozone absorption color.
OzoneMultiplier
The ozone absorption color is multiplied by this.
OzoneHeight
The 0..1 altitude where ozone absorption dominates.
OzoneThickness
The 0..1 thickness ozone absorption dominates.
AlbedoTex
If your sky should be rendered as a gas giant, then you can set the gas giant texture here.
This requires the Material setting to have ALBEDO enabled, and CLIP INNER disabled.
Exposure
The atmospheric scattering value will be multiplied by this before tone mapping is applied.
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