Game-scale density multiplier (real air hazes over km; a game view is ~hundreds of meters). Tunes how strong the distance haze reads.
OptionalmaxMaximum aerial-haze opacity in [0, 1]. 1 (default) is physical — distant
geometry fully fades into haze. Lower it to keep a floor of geometry visible
at any distance so the haze never completely overtakes the render.
OptionalfogHeight-fog in-scattered tint.
OptionalfogHeight-fog density at the fogHeight plane. 0 (default) disables it.
OptionalfogHeight-fog vertical falloff (1 / scale-height): how fast it thins upward.
OptionalfogWorld-Y of the densest height fog.
The subset of AtmosphereParams the aerial-perspective fog needs, plus the analytic height-fog layer parameters.