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.
Sun radiance at the top of the atmosphere (HDR units).
Multiplier on Rayleigh (molecular) scattering — higher = bluer, hazier.
Multiplier on Mie (aerosol) scattering — higher = whiter haze/glow.
Multiplier on ozone absorption — shapes twilight colors.
Ground albedo (linear RGB) feeding the atmosphere's bounce term.
Render a procedural starfield on sky pixels (fades in as the sun sets).
Attenuate stars by the sky luminance behind them (0 = full strength).
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.
Planet surface radius in world units (planet mode only).
Atmosphere shell thickness above the surface, world units (planet mode only).
Wrap the sky across the full sphere with no hard planet limb (planet mode only). Useful for space / fully-airborne scenes.
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 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.