SceneRenderingSettings is a ScriptableObject that defines the visual atmosphere and rendering configuration for a specific scene in Voxel Playground. It controls elements like fog, skybox, lighting, and post-processing effects.
This asset is assigned to the Rendering Settings field in your VoxelSceneData entry.
Fog Mode: The decay mode (Linear, Exponential, etc.).
Fog Start/End: The distance range where fog starts and becomes fully opaque (for Linear mode).
Skybox
Controls the background sky and ambient lighting.
Skybox: Enable/disable skybox rendering.
Skybox Material: The material used for the skybox.
Ambient Mode: How ambient light is calculated:
Skybox: Uses the skybox material. Controls Ambient Intensity.
Flat: Uses a single flat color defined in Ambient Light.
Trilight: Uses three colors: Ambient Sky Color, Ambient Equator Color, and Ambient Ground Color.
Ambient Intensity: Multiplier for the ambient light strength (visible when mode is Skybox).
Time of Day
Allows for dynamic lighting and sky changes based on a day/night cycle.
Use Time Of Day: If enabled, overrides static settings with time-based gradients.
Gradients: Define colors over time (0-24h cycle) for:
Fog Color
Sun Disc/Halo (for Stylized Sky shader)
Sky Top/Bottom (for Stylized Sky shader)
Clouds (for Stylized Sky shader)
Sun Color: Directional light color.
Curves: Control intensity and halo properties over time.
Transition Duration: How long sunrise/sunset transitions take.
Note: The Time of Day system assumes Sunrise at 6:00 and Sunset at 18:00.
It is designed to work with the "Stylized/Sky" shader, driving properties like _SunDiscColor, _SkyGradientTop, etc.
Color Adjustments
Basic color correction settings.
Color Adjustments: Enable/disable.
Contrast: Adjust the contrast of the final image.
Tonemapping
Controls how High Dynamic Range (HDR) colors are mapped to the screen.
Tonemapping: Enable/disable.
Tonemapping Mode: The algorithm used (e.g., ACES, Neutral).
Bloom
Adds a glow effect to bright areas.
Bloom: Enable/disable.
Bloom Threshold: Brightness level where bloom starts.
Bloom Intensity: Strength of the glow.
Bloom Scatter: How far the glow spreads.
LUT (Look Up Table)
Applies a color grading texture.
Lut: Enable/disable.
Lut Texture: The texture used for color grading.
Lut Intensity: How strongly the LUT affects the image.
Shadows
Configuration for shadow rendering.
Shadow Distance: Max distance from camera to draw shadows.
Cascade Count: Number of shadow cascades (quality vs performance).
Shadow Cascade Splits: Distances for cascade splits.