Ground albedo for the geo sky: feeds the dome's single-scatter bounce term,
the multi-scatter LUT's ground-bounce bake, and the below-horizon ground
tone. Cool-tinted so the horizon reads as haze rather than the engine
default's earthy tan (a brown band over real imagery). Since the MS LUT
bake gained a physical ground bounce, this no longer needs to be
artificially bright to fill the grazing-ray extinction zone — brighter
values now blow the horizon band out to white (screenshot-verified).
Ground albedo for the geo sky: feeds the dome's single-scatter bounce term, the multi-scatter LUT's ground-bounce bake, and the below-horizon ground tone. Cool-tinted so the horizon reads as haze rather than the engine default's earthy tan (a brown band over real imagery). Since the MS LUT bake gained a physical ground bounce, this no longer needs to be artificially bright to fill the grazing-ray extinction zone — brighter values now blow the horizon band out to white (screenshot-verified).