Talos docs

EnvironmentOverride

Since next

A behaviour's override of the scene's environment ({@link EnvironmentInfo.override}), each field spelled and checked as the scene file's: sky over meta.environment.sky, fog over meta.environment.fog, skyColor and ambient over the fields of those names, and exposure over meta.render.exposure.

Plain text

Every field is optional, and null gives it back to the scene.

Signature

export interface EnvironmentOverride {
  /** Over `meta.environment.sky`: any of its fields, merged at any depth (a `preset` stands for the fields under it). */
  sky?: EnvironmentSkyOverride | null
  /** A `"kind": "color"` sky's colour, `"#RRGGBB"`. */
  skyColor?: string | null
  /** The flat ambient fill of a scene with no `sky`. */
  ambient?: number | null
  /** Over `meta.environment.fog`: any of its fields, merged at any depth (a `preset` stands for the fields under it). */
  fog?: EnvironmentFogOverride | null
  /**
   * Multiplier on lit light before the tonemap (`meta.render.exposure`), more than 0 and at most 64.
   * Over a scene that leaves exposure to the engine it draws manual exposure, as a scene's own
   * `exposure` does; beside `exposureMode: "auto"` it shifts HD's meter instead.
   */
  exposure?: number | null
  /**
   * `meta.render.exposureMode`. `"manual"`: `exposure` is the camera's, and HD's meter is off, so a
   * dark storm stays dark. `"auto"`: HD meters every frame and adapts, as an eye does.
   */
  exposureMode?: "manual" | "auto" | null
}

Import: import type { EnvironmentOverride } from "@argus/api"

Members

MemberSignatureDescription
skysky?: EnvironmentSkyOverride | nullOver meta.environment.sky: any of its fields, merged at any depth (a preset stands for the fields under it).
skyColorskyColor?: string | nullA "kind": "color" sky's colour, "#RRGGBB".
ambientambient?: number | nullThe flat ambient fill of a scene with no sky.
fogfog?: EnvironmentFogOverride | nullOver meta.environment.fog: any of its fields, merged at any depth (a preset stands for the fields under it).
exposureexposure?: number | nullMultiplier on lit light before the tonemap (meta.render.exposure), more than 0 and at most 64. Over a scene that leaves exposure to the engine it draws manual exposure, as a scene's own exposure does; beside exposureMode: "auto" it shifts HD's meter instead.
exposureModeexposureMode?: "manual" | "auto" | nullmeta.render.exposureMode. "manual": exposure is the camera's, and HD's meter is off, so a dark storm stays dark. "auto": HD meters every frame and adapts, as an eye does.