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Unlike 3.x, WorldEnvironment Energy in master does not scale sky-contributed ambient lighting. Decreasing Sky Contribution will darken ambient lighting as expected (like in 3.x), but it's still not affected by an Energy greater than 1.0 or lower than 1.0.
This may have been a design decision, but in this case, it should be documented in the WorldEnvironment class reference.
adjust-sky-contribution-then-energy.mp4
In contrast, a non-default energy value will brighten or darken sky-contributed lighting (regardless of how much light is being contributed):
adjust-sky-contribution-then-energy-3.x.mp4
Steps to reproduce
Add a MeshInstance3D node where ambient lighting can be seen.
Add a DirectionalLight3D node then hide it to prevent the default light from influencing results.
Add a WorldEnvironment node with a PanoramaSkyMaterial.
Decrease Ambient Light Energy and notice it has no effect unless a custom (non-black) ambient color is used.
Godot version
4.0.dev (489f11e)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
Unlike
3.x
, WorldEnvironment Energy inmaster
does not scale sky-contributed ambient lighting. Decreasing Sky Contribution will darken ambient lighting as expected (like in3.x
), but it's still not affected by an Energy greater than 1.0 or lower than 1.0.This may have been a design decision, but in this case, it should be documented in the WorldEnvironment class reference.
adjust-sky-contribution-then-energy.mp4
In contrast, a non-default energy value will brighten or darken sky-contributed lighting (regardless of how much light is being contributed):
adjust-sky-contribution-then-energy-3.x.mp4
Steps to reproduce
Minimal reproduction project
test_environment_sky_contribution_master.zip
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