OptionalplanetOptionalhorizonlessWrap the sky in all directions (no ground clip). Used for fully sphere-world scenes.
OptionaldirectionalOverride the directional source. Default = scene's first DirectionalLightComponent.
OptionalmoonOptional provider for the direction TOWARD the moon (unit vector). When omitted the moon is placed antipodal to the sun (a full moon — the legacy look). Supply a direction to drive real lit phases + earthshine.
OptionaluseWhen true, compile the atmosphere pipeline with multi-scattering enabled
and read the transmittance + multi-scatter LUTs from frame.extras each
frame (keys published by AtmosphereLutsFeature). The LUT pair
adds 2nd-order-and-higher in-scatter on top of the existing single-scatter
integral — sky brightens, indoor sky ambient lifts. No effect unless
AtmosphereLutsFeature is registered alongside this feature.
OptionaluseWhen true, compile the dome with the sky-view LUT acceleration: each frame the pass bakes a small 2D LUT of the sky's single-scatter radiance (at the camera altitude / sun direction) and the dome replaces its per-pixel scatter march with one tap. Same look, far fewer marches. Independent of useMultiscatterLut; needs no extra feature wiring (the bake is internal to the pass).
OptionalaltitudeOpt-in: center the sky-view LUT's elevation warp on the altitude-dependent geometric horizon, so the bright lit-atmosphere limb stays crisp in orbit-to-ground / high-altitude views (the default mapping wastes LUT resolution above the dipped horizon). Degenerates exactly to the default at the surface — never changes a ground view. Only meaningful with useSkyViewLut. Off by default.
OptionalcoupleOpt-in physical coupling: drive the atmosphere's sunIntensity from the
scene sun's intensity every frame instead of the fixed HDR default (20).
The scattering model is radiometric — sky radiance scales linearly with
the sun's top-of-atmosphere irradiance — so in a physical-units workflow
(directional intensity authored in lux + EV100 exposure, see
photometric_units.ts) this makes the sky luminance consistent with the
surface lighting with no fudge factor. Also re-bakes the multi-scatter LUT
when the intensity changes so the 2nd-order term tracks. Off by default —
turning it on changes the sky brightness of any scene whose sun intensity
isn't ≈20. Pair with matching sunIntensity in setAerialAtmosphere so
the aerial haze tracks too.
When set, switches the pass into planet mode (curved horizon scattering).