/** * The base class for [PanoramaSky] and [ProceduralSky]. * */ declare class Sky extends Resource { /** * The base class for [PanoramaSky] and [ProceduralSky]. * */ new(): Sky; static "new"(): Sky /** * The [Sky]'s radiance map size. The higher the radiance map size, the more detailed the lighting from the [Sky] will be. * * See [enum RadianceSize] constants for values. * * **Note:** You will only benefit from high radiance sizes if you have perfectly sharp reflective surfaces in your project and are not using [ReflectionProbe]s or [GIProbe]s. For most projects, keeping [member radiance_size] to the default value is the best compromise between visuals and performance. Be careful when using high radiance size values as these can cause crashes on low-end GPUs. * */ radiance_size: int; connect>(signal: T, method: SignalFunction): number; /** * Radiance texture size is 32×32 pixels. * */ static RADIANCE_SIZE_32: any; /** * Radiance texture size is 64×64 pixels. * */ static RADIANCE_SIZE_64: any; /** * Radiance texture size is 128×128 pixels. * */ static RADIANCE_SIZE_128: any; /** * Radiance texture size is 256×256 pixels. * */ static RADIANCE_SIZE_256: any; /** * Radiance texture size is 512×512 pixels. * */ static RADIANCE_SIZE_512: any; /** * Radiance texture size is 1024×1024 pixels. * * **Note:** [constant RADIANCE_SIZE_1024] is not exposed in the inspector as it is known to cause GPU hangs on certain systems. * */ static RADIANCE_SIZE_1024: any; /** * Radiance texture size is 2048×2048 pixels. * * **Note:** [constant RADIANCE_SIZE_2048] is not exposed in the inspector as it is known to cause GPU hangs on certain systems. * */ static RADIANCE_SIZE_2048: any; /** * Represents the size of the [enum RadianceSize] enum. * */ static RADIANCE_SIZE_MAX: any; }