Physically Based Sky Volume Override reference
The Physically Based Sky Volume Override lets you configure how the High Definition Render Pipeline (HDRP) renders physically based sky.
Refer to Create a physically based sky for more information.
Properties
To edit properties in any Volume component override, enable the checkbox to the left of the property. This also tells HDRP to use the property value you specify for the Volume component rather than the default value. If you disable the checkbox, HDRP ignores the property you set and uses the Volume’s default value for that property instead.
Model
Property | Description |
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Type | Indicates a preset HDRP uses to simplify the Inspector. If you select Earth (Simple) or Earth (Advanced), the Inspector only shows properties suitable to simulate Earth. |
Rendering
Property | Description |
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Rendering Mode | Indicates wether HDRP should use the default shader or a custom material. |
Material | The material used to render the fulscreen sky pass. It is recommended to make it using the Physically Based Sky Material type of ShaderGraph. |
Planet
Property | Description |
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Spherical Mode | Enables Spherical Mode. When in Spherical Mode, you can specify the location of the planet. Otherwise, the planet is always below the Camera in the world-space x-z plane. |
Planetary Radius | The radius of the planet in meters. The radius is the distance from the center of the planet to the sea level. Only available in Spherical Mode. |
Planet Center Position | The world-space position of the planet's center in meters. This doesn't affect the precomputation. Only available in Spherical Mode. |
Sea Level | The world-space y coordinate of the planet's sea level in meters. Not available in Spherical Mode. |
Planet Rotation | The orientation of the planet. Not available in Custom Rendering Mode. |
Ground Color Texture | Specifies a Texture that represents the planet's surface. Not available in Custom Rendering Mode. |
Ground Tint | Specifies a color that HDRP uses to tint the Ground Color Texture. |
Ground Emission Texture | Specifies a Texture that represents the emissive areas of the planet's surface. Not available in Custom Rendering Mode. |
Ground Emission Multiplier | A multiplier that HDRP applies to the Ground Emission Texture. Not available in Custom Rendering Mode. |
Space
To make this section visible, set Type to Earth (Advanced) or Custom Planet, and the Rendering Mode to Default.
Property | Description |
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Space Rotation | The orientation of space. |
Space Emission Texture | Specifies a Texture that represents the emissive areas of space. |
Space Emission Multiplier | A multiplier that HDRP applies to the Space Emission Texture. |
Air
To make this section visible, set Type to Custom Planet.
Property | Description |
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Air Maximum Altitude | The depth, in meters, of the atmospheric layer, from sea level, composed of air particles. This controls the rate of height-based density falloff. HDRP assumes the air density is negligibly small at this altitude. |
Air Density R | The red color channel opacity of air at the point in the sky directly above the observer (zenith). This directly affects the color of air at the zenith. |
Air Density G | The green color channel opacity of air at the point in the sky directly above the observer (zenith). This directly affects the color of air at the zenith. |
Air Density B | The blue color channel opacity of air at the point in the sky directly above the observer (zenith). This directly affects the color of air at the zenith. |
Air Tint | The single scattering albedo of air molecules (per color channel). A value of 0 results in absorbing molecules, and a value of 1 results in scattering ones. |
Aerosols
Property | Description |
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Aerosol Maximum Altitude | The depth, in meters, of the atmospheric layer, from sea level, composed of aerosol particles. This controls the rate of height-based density falloff. HDRP assumes the aerosol density is negligibly small at this altitude. |
Aerosol Density | The opacity of aerosols at the point in the sky directly above the observer (zenith). This directly affects the color of aerosols at the zenith. |
Aerosol Tint | The single scattering albedo of aerosol molecules (per color channel). A value of 0 results in absorbing molecules, and a value of 1 results in scattering ones. |
Aerosol Anisotropy | Specifies the direction of anisotropy: • Set this value to 1 for forward scattering. • Set this value to 0 to make the anisotropy almost isotropic. • Set this value to -1 for backward scattering. For high values of anisotropy: • If the light path and view direction are aligned, you see a bright atmosphere/fog effect. • If they are not aligned, you see a dim atmosphere/fog effect. • If anisotropy is 0, the atmosphere and fog look similar regardless of view direction. |
Artistic Overrides
Property | Description |
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Color Saturation | Controls the saturation of the color of the sky. |
Alpha Saturation | Controls the saturation of the opacity of the sky. |
Alpha Multiplier | A multiplier that HDRP applies to the opacity of the sky. |
Horizon Tint | Specifies a color that HDRP uses to tint the sky at the horizon. |
Horizon Zenith Shift | Controls how HDRP blends between the Horizon Tint and Zenith Tint. If you set this to -1, the Zenith Tint expands down to the horizon. If you set this to 1, the Horizon Tint expands up to the zenith. |
Zenith Tint | Specifies a color that HDRP uses to tint the point in the sky directly above the observer (the zenith). |
Miscellaneous
Property | Description |
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Number Of Bounces | The number of scattering events. This increases the quality of the sky visuals but also increases the pre-computation time. |
Intensity Mode | Use the drop-down to select the method that HDRP uses to calculate the sky intensity: • Exposure: HDRP calculates intensity from an exposure value in EV100. • Multiplier: HDRP calculates intensity from a flat multiplier. |
- Exposure Compensation | The exposure compensation for HDRP to apply to the Scene as environmental light. HDRP uses 2 to the power of your Exposure Compensation value to calculate the environment light in your Scene. |
- Multiplier | The multiplier for HDRP to apply to the Scene as environmental light. HDRP multiplies the environment light in your Scene by this value. To make this property visible, set Intensity Mode to Multiplier. |
Update Mode | The rate at which HDRP updates the sky environment (using Ambient and Reflection Probes): • On Changed: HDRP updates the sky environment when one of the sky properties changes. • On Demand: HDRP waits until you manually call for a sky environment update from a script. • Realtime: HDRP updates the sky environment at regular intervals defined by the Update Period. |
- Update Period | The period (in seconds) for HDRP to update the sky environment. Set the value to 0 if you want HDRP to update the sky environment every frame. This property only appears when you set the Update Mode to Realtime. |
Include Sun In Baking | Indicates whether the light and reflection probes generated for the sky contain the sun disk. For details on why this is useful, see Environment Lighting. |