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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.


The atmosphere rendering is based on interpolation between several LUTs (Look-Up Textures) describing different states of the sky during the day.

The environment scattering of the scene can be adjusted in the Environment tab of the Rendering Settings or programmatically by using the Render class.

The built-in WorldLight dynamic environment cubemap automatically generates lighting and reflections for all objects in the scene. The result depends on the position of the Sun and Moon. It acts similarly to the infinitely large environment probe, but works faster and doesn't require placing addition object to the scene.

In cases when you need to change reflections locally, for example, indoors, use the environment probe with the unique cubemap.

Sun and Moon

The WorldLight Scattering option provides the following lighting types:

  • None — render the atmosphere as if there were no global lights, that is, there will be no sky color gradient in any direction.
  • Sun — render the atmosphere in accordance with the Sun's lighting.
  • Moon — render the atmosphere in accordance with the Moon's lighting.

There is also a new Disable angle setting for LightWorld defining a critical angle above the horizon, where the light source is still enabled.

Last update: 2018-06-04
Build: ()