Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.
The owning GameObject; assigned by addComponent before onAttach runs.
Cloud preset: 0 Sparse, 1 Cloudy, 2 Overcast, 3 Stormy (drives in-shader vertical curves).
Sky cover ratio, 0..1.
Density multiplier on the sampled field.
Cloud-deck bottom altitude above the surface, meters.
Cloud-deck thickness, meters.
Henyey-Greenstein anisotropy (forward scattering).
Extinction coefficient (Beer's law).
Linear-RGB ambient/sky tint feeding the clouds.
Exposure scaling on cloud lighting.
Multi-scatter approximation strength, 0..1.
Wind velocity on X/Z (world units per second); integrated by the host.
Render the optional high cirrus sheet.
The simulation clock of the scene this component belongs to. Read inside
update (or any time after the GameObject is added to a scene) for
absolute time, frame count, FPS, and timeScale-aware delta — e.g.
this.time.elapsed, this.time.delta, this.time.frameCount.
this.time.delta equals the dt argument passed to update, so
components can ignore that argument entirely and pull everything from here.
Called once when the component is added to a GameObject. Override to acquire references to siblings/children or initialize resources.
Called once when the component is removed from its GameObject. Override to release resources or unsubscribe from events.
Called every frame by the GameObject's update traversal.
Frame delta time in seconds.
Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).
Active render context (provides canvas width/height etc.).
Scene authoring handle for the high-quality volumetric cloud layer (
HQCloudPass/HQCloudFeature) — the photoreal multi-scatter clouds, as opposed to the cheaper flat-slab Clouds. A host (the editor, or any app) reads these fields and pushes them into the registeredHQCloudFeature.settings. Adding this component to a scene is the signal that HQ clouds should render; a scene should use either Clouds or HQClouds, not both.Only a curated subset of HQCloudSettings is surfaced here (the fields most worth authoring); the rest keep their
DEFAULT_HQ_CLOUD_SETTINGSvalues. Wind is authored as a velocity (units/sec on X/Z) and the host integrates it into the feature'swindOffsetover time, mirroring Clouds.