hex-world
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    Interface CliffStrataOptions

    Appearance of the cliff strata drawn by the terrain shader. All fields optional — unset fields keep their current value.

    interface CliffStrataOptions {
        enabled?: boolean;
        strength?: number;
        scale?: number;
        contrast?: number;
        seam?: number;
        warp?: number;
        tilt?: number;
        tint?: ColorRepresentation;
        slope?: number;
        rockOnly?: number;
    }
    Index

    Properties

    enabled?: boolean

    Show or hide the bedding. Defaults to true when configureCliffStrata is called; on out of the box.

    strength?: number

    Overall amount, 0 (no bedding) to 1 (the full pattern). Default 1 — tune contrast and seam for the look, this for the dose.

    scale?: number

    Beds per world unit. Higher is finer layering. Default 3, i.e. one bed per two-thirds of an elevation step.

    contrast?: number

    How far neighbouring beds differ in value, 0–1. Default 0.14.

    seam?: number

    Strength of the thin dark line at each bedding plane, 0–1. Default 0.22 — this is the part the eye actually counts.

    warp?: number

    How far the sequence folds away from level, in world units. 0 is dead-flat banding. Default 0.08.

    tilt?: number

    Regional dip: world units of rise per unit travelled along the dip direction. Default 0.03.

    tint?: ColorRepresentation

    Colour the paler beds lean toward, as a multiplier. Default a warm off-white.

    slope?: number

    Surface upness (normal y) at which bedding has faded out completely. Default 0.65 — walls and steep channel sides, not hillsides.

    rockOnly?: number

    1 leaves living green surfaces unbanded, 0 bands everything steep. Default 1.