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Working sky shader implementation
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doc/classes/PanoramaSkyMaterial.xml
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doc/classes/PanoramaSkyMaterial.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PanoramaSkyMaterial" inherits="Material" version="4.0">
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<brief_description>
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A [Material] used with [Sky] to draw a background texture.
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</brief_description>
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<description>
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A resource referenced in a [Sky] that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map.
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Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose.
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You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="panorama" type="Texture2D" setter="set_panorama" getter="get_panorama">
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[Texture2D] to be applied to the [PanoramaSkyMaterial].
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</member>
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</members>
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<constants>
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</constants>
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</class>
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