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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.RenderEnvironmentPreset Class

The class represents an environment preset. Each preset has settings that can be get/set by using methods of the class.

To get an instance of the class, use the Render.getEnvironmentPreset() method:

Source code (C#)
// get the second environment preset
RenderEnvironmentPreset preset = Render.GetEnvironmentPreset(1);

RenderEnvironmentPreset Class

Properties

float SkyIntensity#

The intensity of the environment sky set for the preset.
set
Sets intensity of the environment sky for the preset. 0.0f value means no environment sky for the preset.
Notice
It is recommended to use the default value of the parameter to keep the image realistic. If, for example, the sky looks too dark in contrast with lighting from it, you should check exposure and tone mapping settings before changing the environment intensity.
set value - Intensity value of the environment sky.

float ReflectionIntensity#

The intensity of the environment reflections for the preset. 0 value means no environment reflections for the preset.
set
Sets intensity of the environment reflection for the preset. 0 value means no environment reflection for the preset.
Notice
It is recommended to use the default value of the parameter to keep the image realistic.
set value - Intensity value of the environment reflection.

float AmbientIntensity#

The intensity of the environment ambient lighting for the preset. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment.
set
Sets the intensity of the environment ambient lighting for the preset. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment.
Notice
It is recommended to use the default value of the parameter to keep the image realistic.
set value - Intensity value of the environment ambient lighting. The value can be greater than 1.0f (useful for dark scenes).

string TextureName#

The path to the cubemap defining the environment color set for the preset. This texture is used for imitating landscape reflections and lighting in accordance with the ground mask.
set
Sets the path to the cubemap defining the environment color for the preset. This texture is used for imitating landscape reflections and lighting in accordance with the ground mask.
set value - Path to the cubemap defining the environment color.

float TextureBlur#

The blur intensity for the environment texture.
Notice
Reflections and ambient lighting aren't blurred.
set
Sets the blur intensity for the environment texture. This value can be used to make blurred panorama at the background.
Notice
Reflections and ambient lighting aren't blurred.
set value - Blur intensity.

vec3 TextureRotation#

Rotation of the environment texture along three axes, in degrees.
set
Sets rotation of the environment texture along three axes.
set value - Rotation of the texture along X, Y, Z axes, in degrees.

vec4 TextureColor#

The environment color multiplier set for the preset. The alpha channel defines visibility of the environment cubemap above scattering. The color multiplier is required when you need to display a sky with a photo texture and dynamic gradients at the same time.
set
Sets the environment color multiplier for the preset. The alpha channel defines visibility of the environment cubemap above scattering. The color multiplier is required when you need to display a sky with a photo texture and dynamic gradients at the same time.
set value - The environment color multiplier.

float MoonTextureIntensity#

The intensity multiplier of the Moon texture. It allows increasing/reducing brightness of the Moon.
set
Sets the intensity multiplier of the Moon texture. It allows increasing/reducing brightness of the Moon.
set value - Intensity of the Moon texture.

vec4 MoonTextureColor#

The color multiplier of the Moon texture.
set
Sets the color multiplier for the current Moon texture. By default, it is (1,1,1,1).
set value - Color multiplier.

float MoonAngularSize#

The current angular size of the Moon in degrees as seen from the Earth. By default, the size of the Moon is 0.5 degrees.
set
Sets the angular size of the Moon in degrees. The value is set for an observer on the Earth. By default, the size of the Moon is 0.5 degrees as seen from the Earth..
set value - Angular size of the Moon.

string MoonTextureName#

The name of the Moon texture.
set
Sets a name of the Moon texture.
set value - Name of the Moon texture.

float SunTextureIntensity#

The intensity multiplier of the Sun texture. It allows increasing/reducing brightness of the Sun.
set
Sets the intensity multiplier of the Sun texture. It allows increasing/reducing brightness of the Sun.
set value - Intensity of the Sun texture.

vec4 SunTextureColor#

The color multiplier of the Sun texture. By default, it is (1,1,1,1).
set
Sets the color multiplier for the current Sun texture. By default, it is (1,1,1,1).
set value - Color multiplier.

float SunAngularSize#

The angular size of the Sun in degrees as seen from the Earth. By default, the size of the Sun is 0.5 degrees.
set
Sets the angular size of the Sun in degrees. The value is set for an observer on the Earth. By default, the size of the Sun is 0.5 degrees as seen from the Earth.
set value - Angular size of the Sun.

string SunTextureName#

The name of the Sun texture.
set
Sets the Sun texture with the given name.
set value - Name of the Sun texture.

string ScatteringLightColorLUTName#

The path to the light color texture (the texture defining the color of the LightWorld for different times of the day).
set
Sets the path to the light color texture (the texture defining the color of the LightWorld for different times of the day) for the preset.
set value - Path to the texture.

string ScatteringMieLUTName#

The path to the Mie LUT texture (the texture for setting the color of the light round the sun) set for the preset. The Mie texture is used for both sun and moon.
set
Sets the path to the Mie LUT texture (the texture for setting the color of the light round the sun) for the preset. The Mie texture is used for both sun and moon.
set value - Path to the texture.

string ScatteringBaseLUTName#

The path to the base LUT texture (the texture defining the base color of the sky) set for the preset.
set
Sets the path to the base LUT texture (the texture defining the base color of the sky) for the preset.
set value - Path to the texture.

float HazeMaxDistance#

The distance starting at which the haze becomes completely solid, so nothing will be seen behind.
set
Sets the distance starting at which the haze becomes completely solid, so nothing will be seen behind. For large terrains it is recommended to the this parameter equal to your camera's Far parameter. This is required for distant objects to fade into the distance instead of being cut sharply.
set value - Haze maximum visibility distance.

float HazeDensity#

The haze density set for the preset.
set
Sets the density of the haze for the preset.
set value - Haze density.

vec4 HazeColor#

The haze color for the preset.
Notice
This function will return color only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().
set
Sets the color of the haze for the preset. This function will take effect only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().
set value - Haze color.

float Intensity#

The intensity of the preset. the preset intensity is used to blend the environment preset with the other ones.
Notice
Presets overlay each other: the first preset overlays the zero one, the second overlays the first and the zero ones.
set
Sets the intensity of the given preset. The preset intensity is used to blend the given environment preset with the other ones.
Notice
Presets overlay each other: the first preset overlays the zero one, the second overlays the first and the zero ones.
set value - Intensity of the preset.

int Num#

The number of the preset.

float HazePhysicalSunColorSaturation#

Returns the current intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).
set
Sets the new intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).
Notice
"Sunlight color" here does not simply mean the color multiplier of the WorldLight source, but rather the Scattering LUT Light Color.
set value - New value of intensity of the sunlight color's contribution to the haze to be set.

float HazePhysicalSunLightIntensity#

Returns the current intensity of the impact of the sunlight on haze defining how much the sunlight affects the haze.
set
Sets the new intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).
set value - New value of intensity of the sunlight impact to be set.

float HazePhysicalAmbientColorSaturation#

Returns the current intensity of the ambient color's contribution to the haze (how much the sunlight affects the haze).
set
Sets the new intensity of the ambient color's contribution to the haze (how much the sunlight affects the haze).
set value - New value of intensity of the ambient color's contribution to the haze to be set.

float HazePhysicalAmbientLightIntensity#

Returns the current intensity of the impact of the ambient lighting on haze (how much the ambient lighting affects the haze).
set
Sets the new intensity of the impact of the ambient lighting on haze (how much the ambient lighting affects the haze).
set value - New value of intensity of the ambient lighting impact to be set.

float HazePhysicalHalfFalloffHeight#

Returns the current height of the haze density gradient. The higher the value, the longer the haze desity reduces as the height grows, making the transition between the clear sky and haze smoother.
set
Sets the height of the haze density gradient. The higher the value, the longer the haze desity reduces as the height grows, making the transition between the clear sky and haze smoother.
set value - New height of the haze density gradient to be set.

float HazePhysicalHalfVisibilityDistance#

Returns the current distance to the boundary at which the visibility comprises 50%. There is no zero-visibility in the real world, so the half-visibility boundary is used to adjust haze distance.
set
Sets the distance to the boundary at which the visibility comprises 50%. There is no zero-visibility in the real world, so the half-visibility boundary is used to adjust haze distance.
set value - New distance value to be set, in units.

float HazePhysicalStartHeight#

Returns the current reference height value for the two parameters (Half Visibility Distance and Half Faloff Height).
set
Sets a new reference height value for the two parameters (Half Visibility Distance and Half Faloff Height).
set value - New reference height value to be set, in units.

Members


void SetHazePhysicalStartHeight ( float height ) #

Sets a new reference height value for the two parameters (Half Visibility Distance and Half Faloff Height).

Arguments

  • float height - New reference height value to be set, in units.

float GetHazePhysicalStartHeight ( ) #

Returns the current reference height value for the two parameters (Half Visibility Distance and Half Faloff Height).

Return value

Current reference height value, in units.

void SetHazePhysicalHalfVisibilityDistance ( float distance ) #

Sets the distance to the boundary at which the visibility comprises 50%. There is no zero-visibility in the real world, so the half-visibility boundary is used to adjust haze distance.

Arguments

  • float distance - New distance value to be set, in units.

float GetHazePhysicalHalfVisibilityDistance ( ) #

Returns the current distance to the boundary at which the visibility comprises 50%. There is no zero-visibility in the real world, so the half-visibility boundary is used to adjust haze distance.

Return value

Current distance to the boundary at which the visibility comprises 50%, in units.

void SetHazePhysicalHalfFalloffHeight ( float height ) #

Sets the height of the haze density gradient. The higher the value, the longer the haze desity reduces as the height grows, making the transition between the clear sky and haze smoother.

Arguments

  • float height - New height of the haze density gradient to be set.

float GetHazePhysicalHalfFalloffHeight ( ) #

Returns the current height of the haze density gradient. The higher the value, the longer the haze desity reduces as the height grows, making the transition between the clear sky and haze smoother.

Return value

Current height of the haze density gradient.

void SetHazePhysicalAmbientLightIntensity ( float intensity ) #

Sets the new intensity of the impact of the ambient lighting on haze (how much the ambient lighting affects the haze).

Arguments

  • float intensity - New value of intensity of the ambient lighting impact to be set.

float GetHazePhysicalAmbientLightIntensity ( ) #

Returns the current intensity of the impact of the ambient lighting on haze (how much the ambient lighting affects the haze).

Return value

Current value of intensity of the ambient lighting impact.

void SetHazePhysicalAmbientColorSaturation ( float saturation ) #

Sets the new intensity of the ambient color's contribution to the haze (how much the sunlight affects the haze).

Arguments

  • float saturation - New value of intensity of the ambient color's contribution to the haze to be set.

float GetHazePhysicalAmbientColorSaturation ( ) #

Returns the current intensity of the ambient color's contribution to the haze (how much the sunlight affects the haze).

Return value

Current value of intensity of the ambient color's contribution to the haze.

void SetHazePhysicalSunLightIntensity ( float intensity ) #

Sets the new intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).

Arguments

  • float intensity - New value of intensity of the sunlight impact to be set.

float GetHazePhysicalSunLightIntensity ( ) #

Returns the current intensity of the impact of the sunlight on haze defining how much the sunlight affects the haze.

Return value

Current value of intensity of the sunlight impact.

void SetHazePhysicalSunColorSaturation ( float saturation ) #

Sets the new intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).
Notice
"Sunlight color" here does not simply mean the color multiplier of the WorldLight source, but rather the Scattering LUT Light Color.

Arguments

  • float saturation - New value of intensity of the sunlight color's contribution to the haze to be set.

float GetHazePhysicalSunColorSaturation ( ) #

Returns the current intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).

Return value

Current intensity of the sunlight color's contribution to the haze.
Last update: 2021-04-29
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