From 6e45eb91c31e206ee7ae74440c465327124b6f6b Mon Sep 17 00:00:00 2001 From: Thomas ten Cate Date: Tue, 4 Jun 2024 15:34:27 +0200 Subject: [PATCH] Remove note about night sky in PhysicalSkyMaterial A night sky texture has been supported for quite some time now: https://github.com/godotengine/godot/pull/38791 So the instruction to use your own shader for this seems to be outdated. --- doc/classes/PhysicalSkyMaterial.xml | 1 - 1 file changed, 1 deletion(-) diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 13f9d93e66ef..460134e5ba43 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -6,7 +6,6 @@ The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a sky based on physical properties. This results in a substantially more realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and less flexible. The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight3D] in the scene tree. - As it is based on a daylight model, the sky fades to black as the sunset ends. If you want a full day/night cycle, you will have to add a night sky by converting this to a [ShaderMaterial] and adding a night sky directly into the resulting shader.