Voxel Playground Mod Documentation - v0.4.0
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    Scene Rendering Settings

    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.

    To create a new Scene Rendering Settings asset:

    1. In the Project window, right-click.
    2. Select Create > VoxelPlayground > SceneRenderingSettings.
    3. Name your asset (e.g., MySceneSettings).

    Controls the global fog effect in the scene.

    • Fog: Enable/disable fog.
    • Fog Color: The color of the fog.
    • Fog Mode: The decay mode (Linear, Exponential, etc.).
    • Fog Start/End: The distance range where fog starts and becomes fully opaque (for Linear mode).

    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).

    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.

    Basic color correction settings.

    • Color Adjustments: Enable/disable.
    • Contrast: Adjust the contrast of the final image.

    Controls how High Dynamic Range (HDR) colors are mapped to the screen.

    • Tonemapping: Enable/disable.
    • Tonemapping Mode: The algorithm used (e.g., ACES, Neutral).

    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.

    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.

    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.

    Advanced lighting settings.

    • Lpv Lighting: Enable Light Propagation Volumes (if supported).