///<summary>Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap.</summary> ///<remarks> ///This can be used to seamlessly transition sky lighting between different times of day. ///The caller should continue to update the blend until BlendFraction is 0 or 1 to reduce rendering cost. ///The caller is responsible for avoiding pops due to changing the source or destination. ///</remarks> public void SetCubemapBlend(TextureCube SourceCubemap, TextureCube DestinationCubemap, float InBlendFraction) => SkyLightComponent_methods.SetCubemapBlend_method.Invoke(ObjPointer, SourceCubemap, DestinationCubemap, InBlendFraction);
///<summary>Set Inscattering Color Cubemap</summary> public void SetInscatteringColorCubemap(TextureCube Value) => ExponentialHeightFogComponent_methods.SetInscatteringColorCubemap_method.Invoke(ObjPointer, Value);
///<summary>Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick.</summary> public void SetCubemap(TextureCube NewCubemap) => SkyLightComponent_methods.SetCubemap_method.Invoke(ObjPointer, NewCubemap);