Taos API Reference
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    Interface AtmosphereFeatureOptions

    interface AtmosphereFeatureOptions {
        planet?: PlanetAtmosphere;
        horizonless?: boolean;
        directional?: () => DirectionalLight | null;
        moon?: () => { x: number; y: number; z: number } | null;
        useMultiscatterLut?: boolean;
        useSkyViewLut?: boolean;
        altitudeHorizonSkyView?: boolean;
    }
    Index

    Properties

    When set, switches the pass into planet mode (curved horizon scattering).

    horizonless?: boolean

    Wrap the sky in all directions (no ground clip). Used for fully sphere-world scenes.

    directional?: () => DirectionalLight | null

    Override the directional source. Default = scene's first DirectionalLightComponent.

    moon?: () => { x: number; y: number; z: number } | null

    Optional provider for the direction TOWARD the moon (unit vector). When omitted the moon is placed antipodal to the sun (a full moon — the legacy look). Supply a direction to drive real lit phases + earthshine.

    useMultiscatterLut?: boolean

    When true, compile the atmosphere pipeline with multi-scattering enabled and read the transmittance + multi-scatter LUTs from frame.extras each frame (keys published by AtmosphereLutsFeature). The LUT pair adds 2nd-order-and-higher in-scatter on top of the existing single-scatter integral — sky brightens, indoor sky ambient lifts. No effect unless AtmosphereLutsFeature is registered alongside this feature.

    useSkyViewLut?: boolean

    When true, compile the dome with the sky-view LUT acceleration: each frame the pass bakes a small 2D LUT of the sky's single-scatter radiance (at the camera altitude / sun direction) and the dome replaces its per-pixel scatter march with one tap. Same look, far fewer marches. Independent of useMultiscatterLut; needs no extra feature wiring (the bake is internal to the pass).

    altitudeHorizonSkyView?: boolean

    Opt-in: center the sky-view LUT's elevation warp on the altitude-dependent geometric horizon, so the bright lit-atmosphere limb stays crisp in orbit-to-ground / high-altitude views (the default mapping wastes LUT resolution above the dipped horizon). Degenerates exactly to the default at the surface — never changes a ground view. Only meaningful with useSkyViewLut. Off by default.