Hugo Locurcio af2b9b1f30 Add a 3D sky shaders demo (#809)
This uses https://github.com/Rytelier/godot-sky-and-volumetric-clouds
as a base, with several changes made:

- Spheres are now used to represent radiance map reflections of varying
  roughness and metallic values.
- A day/night cycle is now featured.
- Mipmaps are enabled on the weather texture as an optimization.
- The default radiance map settings are more conservative to account
  for the real-time sky shader.
  - This makes reflections lower quality, but it's not too noticeable
    in most real world scenes (especially if using GI techniques for reflections).
- Debanding is now applied in the project settings, rather than on the sky shader.
  This is significantly faster (over 0.1 ms saved on a RX 6900 XT in 3840×2160).
  It also has the benefit of working on materials, which can exhibit banding
  if not textured.
  - The sky shader has debanding commented out in case it's needed.
    This debanding also applies to the lower half of the sky as well in this case,
    as it was required to get rid of noticeable banding on the lower half.
- Cloud coverage and density uniform hints now allow values as low as 0.001.

Co-authored-by: Rytelier <45795134+Rytelier@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2025-10-02 10:44:01 -07:00
2025-10-02 10:44:01 -07:00
2025-03-21 02:00:41 +01:00
2024-03-06 19:32:56 +01:00

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