OptionalstrengthHow dark a fully occluded vertex gets, as a fraction of the ambient term removed. 0 disables, 1 sinks crevices to black under a shadowed sky. Default 0.4.
OptionalrangeElevation difference (in elevation STEPS, not world units) at which occlusion saturates. Larger values make tall cliffs shade a deeper, longer gradient down their face. Default 4.
Tuning for the baked per-vertex ambient occlusion (see
ChunkGeometryOptions.ambientOcclusion).