Planet surface radius in meters BEFORE the Earth-curvature scale. The shell is a sphere centered at planetCenter; near the camera a large radius reads as a flat slab, so this single model serves both stylised (small R) and planetary (Earth R) scales.
0..1 "Earth Curvature" (report §3.1). 0 = full earthRadius (deck stays near-flat to a distant horizon); 1 = radius shrunk to 2.5 % so the deck visibly bends below the horizon close to the camera.
OptionalplanetOptional explicit planet center (world space). When omitted the pass uses
(0, -R, 0) with R the curvature-scaled radius, so world Y reads as
altitude in meters (a camera at y=1.7 stands 1.7 m above sea level).
Cloud-deck bottom altitude above the surface, meters (report "Cloudy" ≈1200).
Cloud-deck thickness, meters (report "Cloudy" ≈2000). Drives all scale-relative distance controls (step size, fades, mip ramps).
false = global/skybox clouds (sky pixels only, below-horizon cull, follows camera); true = local/scene clouds (depth-clamped, fly-through).
0..1 sky cover ratio.
Multiplier on the sampled density field.
How hard the low-frequency noise carves coverage (report §4.7).
Low-frequency wavelength multiplier (bigger = smaller clouds).
Edge-erosion strength (report §6).
Erosion wavelength multiplier.
Enables the second, finer micro-erosion fetch (report §6, costly).
Micro-erosion wavelength multiplier.
Downwind lean per unit height (report §8.5) — decorrelates the vertical profile to further break repetition.
Pre-rotated wind offset added to noise sample positions; host accumulates.
Wind heading unit vector for the altitude-distortion lean.
Henyey-Greenstein asymmetry (~0.85 = strong forward).
Extinction coefficient. Beer's-law transmittance per unit optical depth.
Linear-RGB ambient/sky tint added to cloud lighting (height-weighted).
Scattering tint — multiplies the sun in-scatter. White = no tint.
Ambient probe dimmer — scales the ambient term.
Noise sample offset (x,z horizontal) in noise-space units.
Vertical noise sample offset.
Exposure of the cloud-only luminance, applied as exp2(exposure).
Multi-scattering octave strength, 0 = single scatter, 1 = full Wrenninge.
Weather-noise feature scale (bigger = smaller patches).
± fraction the weather noise applies to coverage across the sky (0 = uniform).
± fraction the weather noise applies to density across the sky (0 = uniform).
God-ray (crepuscular shaft) intensity, 0 = off. Marches the view ray
sampling the Beer Shadow Map, so shafts of in-scattered sunlight match the
actual cloud occlusion. Requires the pass created with beerShadowMap: true.
Enable a thin high cirrus sheet above the main deck.
Cirrus base altitude (m above surface) and band thickness (m).
Cirrus cover ratio (sharpens its silhouette) and density multiplier.
Cirrus noise feature scale (bigger = finer wisps).
Beer Shadow Map self-shadowing — runtime toggle (the pass must be created
with beerShadowMap: true for the path to be compiled in; this just turns
it on/off live). When off, the per-sample 5-step light march is used.
Beer Shadow Map optical-depth multiplier (artist dial; 1 = physical).
Primary-march step count target (clamped 24..160 in-shader).
Temporal blend weight toward the current frame in the reproject pass. Smaller = stronger history bias (smooth but laggy); larger = more responsive (noisier). 0.08 is a reasonable default.
Atmosphere planet surface radius and atmosphere thickness — only used when
the pass is wired with a transmittance LUT. Match the values the host
passes to AtmosphereLutsFeature. Ignored when useTransmittanceLut is off.
Active cloud preset (0 Sparse, 1 Cloudy, 2 Overcast, 3 Stormy). Selects the vertical density/erosion/AO height curves in-shader. The scalar params (density, shapeFactor, erosion*, altitudes) are set by the host alongside this — see DEFAULT_HQ_CLOUD_SETTINGS / the sample.