|  add info | 989onan bot (talk | contribs)  Automated: update '_shader' description,'SunQuality' description,'SunSize' description,'Sun' description,'AtmosphereThickness' description,'SkyTint' description,'GroundColor' description,'Exposure' description, | ||
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| {{Table ComponentFields | {{Table ComponentFields | ||
| |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
| |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|  | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|{{Template:Material__shader}} | ||
| |SunQuality|'''[[#SunType|SunType]]'''|TypeAdv2=true|  | |SunQuality|'''[[#SunType|SunType]]'''|TypeAdv2=true|{{Template:Material_SunQuality}} | ||
| |SunSize|Float|  | |SunSize|Float|{{Template:Material_SunSize}} | ||
| |Sun|{{RootFieldType|RelayRef`1|[[Component:Light|Light]]}}|TypeAdv4=true|  | |Sun|{{RootFieldType|RelayRef`1|[[Component:Light|Light]]}}|TypeAdv4=true|{{Template:Material_Sun}} | ||
| |AtmosphereThickness|Float|  | |AtmosphereThickness|Float|{{Template:Material_AtmosphereThickness}} | ||
| |SkyTint|ColorX|  | |SkyTint|ColorX|{{Template:Material_SkyTint}} | ||
| |GroundColor|ColorX|  | |GroundColor|ColorX|{{Template:Material_GroundColor}} | ||
| |Exposure|Float|  | |Exposure|Float|{{Template:Material_Exposure}} | ||
| }} | }} | ||
Latest revision as of 20:44, 29 June 2025
Component image 
Procedural Sky Material component as seen in the Scene Inspector 

The Procedural Sky Material component is used to make a on-the-fly generated skybox using a light object and some values for atmosphere and sun size.
Fields
| Name | Type | Description | 
|---|---|---|
| persistent | Bool | Determines whether or not this item will be saved to the server. | 
| UpdateOrder | Int | Controls the order in which this component is updated. | 
| Enabled | Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. | 
| HighPriorityIntegration | Bool | If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes. | 
| _shader | Shader | Internal. | 
| SunQuality | SunType | The quality of the sun visual in the sky if any. | 
| SunSize | Float | The radius of the sun in the sky. | 
| Sun | direct RelayRef`1<Light> | The light being used for the sun position and color. | 
| AtmosphereThickness | Float | The thickness of the atmosphere, which determines how high up the "blue" refraction effect seen in atmospheres. if this value is low, the blue of the sky becomes a thin band on the horizon that is faint. this would give the illusion of a thin atmosphere. | 
| SkyTint | ColorX | The color of the atmosphere in the sky. for earth this is blue. | 
| GroundColor | ColorX | The color of the sky below the horizon. | 
| Exposure | Float | How much exposure or brightness should be given to the sky. | 
Usage
Used commonly in sky boxes found in grid spaces, and serves as a quick and simple way of making a sky that can be changed on the fly.
SunType
| Name | Value | Description | 
|---|---|---|
| None | 0 | No sun visible in the sky. | 
| Simple | 1 | A simple sun visible in the sky. | 
| HighQuality | 2 | A high quality sun visible in the sky. | 
