Move sky and ambient lighting into the terrain preset #9
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liamjd/UntitledColonyBuilder#9
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The sky and lighting live as a
WorldEnvironmentsub-resource ingame.tscn, so every map gets the same blue-sky daylight regardless of where the colony is.Current tuned values, for reference:
background_modeProceduralSkyMaterial)ambient_light_sourceambient_light_sky_contributionambient_light_energytonemap_mode/tonemap_exposurelight_energyAn M-class habitable moon and an airless mining outpost want genuinely different skies: a blue gradient with a bright horizon versus near-black with a gas giant filling half the view and dim planetshine as the fill. That makes the environment a property of the location, alongside the palette in the palette issue.
Two things worth preserving in the design
Ambient is a readability tool, not a realism one. An airless moon physically has no atmospheric scatter, so its shadows should be near-black — but the camera is a fixed orthographic rig that cannot tilt to peer into shadow, and players build in canyons. Keep ambient high enough to read; get the airless feel from colour (cold blue-grey fill) rather than from dimness.
Tuning history worth not repeating: raising ambient to fix black canyon floors overshot badly and blew out the terrain, because ambient stacks on top of full sun.
tonemap_exposureturned out to be the better lever than either energy value — it pulls the whole range down without flattening sun-to-shadow contrast.This is where eclipse cycles hook in. The design docs have eclipses as a recurring, forecastable threat that cuts solar power and light. Implementing that is lerping the environment's ambient and the sun's energy over the eclipse window, so the per-preset environment wants to be something a system can drive at runtime, not just static scene data.
Also
gl_compatibilitygives no SDFGI, SSIL or volumetric fog, so sky ambient is the only fill light available. Whatever shape this takes, it cannot lean on global illumination.