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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
22 lines
1.3 KiB
XML
22 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PanoramaSkyMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A [Material] used with [Sky] to draw a background texture.
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</brief_description>
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<description>
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A resource referenced in a [Sky] that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map.
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Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose.
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You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="filter" type="bool" setter="set_filtering_enabled" getter="is_filtering_enabled" default="true">
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A boolean value to determine if the background texture should be filtered or not.
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</member>
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<member name="panorama" type="Texture2D" setter="set_panorama" getter="get_panorama">
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[Texture2D] to be applied to the [PanoramaSkyMaterial].
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</member>
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</members>
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</class>
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