vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Vkm::Engine::NightSkySettings Struct Reference

What the sky is once the sun is down. More...

#include <environment.h>

Public Attributes

glm::vec3 radiance = {0.004f, 0.006f, 0.014f}
 Skyglow the scene is lit by, so night is dark, not black.
float moonTilt = 15.0f
 Degrees off directly opposite the sun.
float moonAngularRadius = 0.03f
 Radians.
float moonIntensity = 1.2f
 Disc radiance; its halo follows.
float starIntensity = 3.0f
 0 disables; the default clears the bloom threshold.
float starDensity = 140.0f
 Higher packs more, smaller stars.

Static Public Attributes

static constexpr float TWILIGHT_DEGREES = 8.0f
 Degrees either side of the horizon across which day hands over to night.

Detailed Description

What the sky is once the sun is down.

Single scattering at night is nearly black, so night's light is authored. It fades in across TWILIGHT_DEGREES around the horizon.

Member Data Documentation

◆ TWILIGHT_DEGREES

float Vkm::Engine::NightSkySettings::TWILIGHT_DEGREES = 8.0f
staticconstexpr

Degrees either side of the horizon across which day hands over to night.

Read by SkySystem and shaders/sky.glsl (as a sine, via the prelude).


The documentation for this struct was generated from the following file: