Taos API Reference
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    Class Sky

    Scene authoring handle for the procedural atmosphere. Carries a friendly, curated subset of the atmosphere LUT parameters; the editor (or any host) reads these and pushes them into the registered atmosphere render features via engine.getFeature(AtmosphereFeature) / AtmosphereLutsFeature.

    The sun direction is not owned here — it comes from the scene's DirectionalLight, matching how the atmosphere pass already sources it.

    Defaults mirror the engine's Earth preset so adding a Sky changes nothing until the user edits a value.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    id: string = ...

    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.

    gameObject: GameObject

    The owning GameObject; assigned by addComponent before onAttach runs.

    sunIntensity: number

    Sun radiance at the top of the atmosphere (HDR units).

    rayleigh: number

    Multiplier on Rayleigh (molecular) scattering — higher = bluer, hazier.

    mie: number

    Multiplier on Mie (aerosol) scattering — higher = whiter haze/glow.

    ozone: number

    Multiplier on ozone absorption — shapes twilight colors.

    groundAlbedo: [number, number, number]

    Ground albedo (linear RGB) feeding the atmosphere's bounce term.

    enableStars: boolean

    Render a procedural starfield on sky pixels (fades in as the sun sets).

    starsExtinction: number

    Attenuate stars by the sky luminance behind them (0 = full strength).

    planetMode: boolean

    Switch the atmosphere into spherical "planet" mode — a curved horizon and scattering scaled to a planet of planetRadius. Off = the default Earth-scale flat-world sky.

    planetRadius: number

    Planet surface radius in world units (planet mode only).

    atmosphereHeight: number

    Atmosphere shell thickness above the surface, world units (planet mode only).

    horizonless: boolean

    Wrap the sky across the full sphere with no hard planet limb (planet mode only). Useful for space / fully-airborne scenes.

    Accessors

    • get time(): Time

      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.

      Returns Time

      if the owning GameObject is not currently part of a scene.

    Methods

    • Called once when the component is added to a GameObject. Override to acquire references to siblings/children or initialize resources.

      Returns void

    • Called once when the component is removed from its GameObject. Override to release resources or unsubscribe from events.

      Returns void

    • Called every frame by the GameObject's update traversal.

      Parameters

      • _dt: number

        Frame delta time in seconds.

      Returns void

    • 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).

      Parameters

      • _ctx: RenderContext

        Active render context (provides canvas width/height etc.).

      Returns void