OptionalsegmentsOptionalradiusDome radius as a fraction of the camera's far plane. Default 0.45.
OptionalzenithColor straight overhead. Default 0x3f74c0 (a deeper blue than the horizon).
OptionalhorizonColor at the horizon — also the color terrain hazes into. Default 0x8fb2d9.
OptionalgroundColor below the horizon. Omit to derive it from the horizon color darkened by SkyDomeOptions.groundDarken, which keeps the two in step as the day/night cycle recolors the sky.
OptionalgroundMultiplier for the derived below-horizon color. Default 0.7.
OptionalhorizonExponent shaping the horizon→zenith ramp. Below 1 the horizon band is wide and hazy; above 1 the deep sky reaches almost down to the ground. Default 0.62.
OptionalgroundHow far below the horizon the ground color takes over. Default 0.35.
OptionalgroundHaze color the horizon band is blended toward — the biome's own palette, so a desert map hazes sandy and a tundra map hazes pale grey. Derive one with averageTerrainColor. Default: none.
OptionalgroundHow much of SkyDomeOptions.groundTint reaches the horizon. Default 0.28.
OptionalsunSun halo/disc strength in full day. Default 0.5.
OptionalmoonMoon halo/disc strength at night. Default 0.2.
OptionalsunAngular size of the sun disc (1 − cos θ). Default 0.0022 (~3.8°).
OptionalmoonAngular size of the moon disc. Default 0.0012 (~2.8°).
OptionalstarsDraw the star field at night. Default true.
OptionalstarStar lattice frequency — higher is denser and finer. Default 220.
OptionalovercastFlat color an overcast sky collapses toward. Default 0x9aa3ad.
OptionalfogDistance haze on the world's surface materials, matched to the horizon
color every time the sky recolors. false disables it (dome only); an
options object overrides near/far/density. Requires
SkyDomeOptions.materials.
OptionalmaterialsProvider for the materials that carry the atmosphere uniforms — the
library's own surface shaders (terrain, roads, every liquid layer) plus any
stock material you ran through attachAtmosphere. A function, not a
snapshot, so swapped materials are picked up — pass
() => world.hazeMaterials() style accessors and call
SkyDome.refresh after a swap.
Note there is deliberately no scene.fog hook: three's fog mixes before
tone mapping and output encoding, which lands the same haze color far
brighter than the library's shaders do. attachAtmosphere is the
way to bring a stock material in.
Longitudinal sphere segments (half as many latitudinal). Default 32.