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

Sky and image-based lighting: what the world is lit by and set against. More...

#include <environment.h>

Public Attributes

std::string hdrPath
 Equirect HDR baked into IBL + skybox; empty = none.
float intensity = 1.0f
 Indirect-lighting + skybox brightness.
bool showSkybox = true
 The IBL still lights the scene when off.
float sunIntensity = 22.0f
 Atmosphere sun radiance scale.
float rayleigh = 1.0f
 Blue-sky scattering scale.
float mie = 1.0f
 Haze / sun glow scattering scale.
float mieG = 0.76f
 Phase asymmetry, 0..MAX_MIE_G; higher = tighter glow.
float sunAngularRadius = 0.02f
 Radians; ~0.0047 is life-size.
float sunDiscIntensity = 15.0f
 Added over the atmospheric glow.
float sunElevation = 50.0f
 Degrees above the horizon. Negative is night.
float sunAzimuth = 30.0f
 Degrees around the horizon, from +Z toward +X.
glm::vec3 lightColor = {1.0f, 0.96f, 0.90f}
 With the sun overhead.
float lightIntensity = 3.0f
 At midday.

Static Public Attributes

static constexpr float MAX_MIE_G = 0.99f
 At 1 the phase function divides zero by zero.

Detailed Description

Sky and image-based lighting: what the world is lit by and set against.


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