Configure the drifting cloud-shadow layer baked into the terrain shader.
Enabling/restyling is a uniform flip — no recompile. The drift itself is
CPU-driven: advance uCloudOffset each frame via advanceTerrainClouds
or a WeatherSystem (which also keeps precipitation in sync with the field).
Configure the drifting cloud-shadow layer baked into the terrain shader. Enabling/restyling is a uniform flip — no recompile. The drift itself is CPU-driven: advance uCloudOffset each frame via advanceTerrainClouds or a WeatherSystem (which also keeps precipitation in sync with the field).