Table of Contents

Enum RenderingServer.SkyMode

Namespace
Godot
Assembly
GodotSharp.dll
public enum RenderingServer.SkyMode : long

Fields

Automatic = 0

Automatically selects the appropriate process mode based on your sky shader. If your shader uses TIME or POSITION, this will use Realtime. If your shader uses any of the LIGHT_* variables or any custom uniforms, this uses Incremental. Otherwise, this defaults to Quality.

Incremental = 2

Uses the same high quality importance sampling to process the radiance map as Quality, but updates over several frames. The number of frames is determined by ProjectSettings.rendering/reflections/sky_reflections/roughness_layers. Use this when you need highest quality radiance maps, but have a sky that updates slowly.

Quality = 1

Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than Realtime but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing ProjectSettings.rendering/reflections/sky_reflections/ggx_samples.

Realtime = 3

Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality.

Note: The fast filtering algorithm is limited to 256×256 cubemaps, so SkySetRadianceSize(Rid, int) must be set to 256. Otherwise, a warning is printed and the overridden radiance size is ignored.