hex-world
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    Interface WeatherOptions

    interface WeatherOptions {
        intensity?: number;
        wind?: Vector2;
        clouds?: boolean | CloudShadowOptions;
        precipCoverage?: number;
        overcast?: number;
        windResponse?: number;
        precipitation?: Omit<PrecipitationOptions, "type" | "intensity" | "wind">;
    }
    Index

    Properties

    intensity?: number

    Strength 0–1: scales particle density/opacity and cloud-shadow darkness. Default 1.

    wind?: Vector2

    Sustained wind in world units/sec — drifts the clouds AND streaks/blows the precipitation. Default (1.6, 0.9). Sets the shared Wind's base vector, so it reaches anything else that wind is driving.

    clouds?: boolean | CloudShadowOptions

    Cloud shadows: false disables, true/omitted uses the per-type preset, an options object overrides the preset. Every type — clear included — has shadows on by default; clear just gets scattered fair-weather cover instead of a storm deck.

    precipCoverage?: number

    Fraction of ground actually being rained/snowed on, 0–1. Kept below the clouds' coverage so lighter clouds shade the ground without precipitating — only the denser cores rain. Default: 55% of the cloud coverage. Set to 1 to decouple precipitation from the cloud field entirely.

    overcast?: number

    How grey the sky reads under this weather, 0–1, before intensity scales it. Default: the per-type preset (0 clear, 0.85 rain, 0.7 snow). Only has an effect once a SkyDome is wired up.

    windResponse?: number

    How much of the world wind the falling particles take, 0–1. Default 0.1.

    WeatherSystem.windResponse

    precipitation?: Omit<PrecipitationOptions, "type" | "intensity" | "wind">

    Overrides for the particle layer (count, fall speed, color, …).