SgtSky

Material

The material used to render this component.

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.

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.

Last updated