OptionalgroundGround / nadir colour, linear radiance. Default [0.051, 0.051, 0.100] — a sRGB [0.25, 0.25, 0.35] dark slate, decoded.
OptionalhorizonWidth of the smooth blend across the horizon, expressed as
sin(latitude). Default 0.25.
OptionalhorizonHorizon haze colour, linear radiance. Default [0.694, 0.578, 0.343] — a sRGB [0.85, 0.78, 0.62] warm tan, decoded.
OptionalskySky zenith colour, linear radiance. Default [0.085, 0.198, 0.694] — a sRGB [0.32, 0.48, 0.85] blue, decoded.
OptionalsunWorld-space direction toward the sun. Normalised internally.
Default [0.45, 0.35, 0.85].
Coordinate basis: north = +X, east = +Y, up = +Z. The painted equirect uses the same mapping the renderer's equirect-projection shader samples, so a unit vector here maps to the lit pixel in the output.
OptionalsunSun core radiance multiplier. Default 20.0 — well above the
SDK's default view.effects.bloom.threshold = 4.0 so the sun reliably
triggers a tight bloom glow, while the SDK's default
view.effects.tonemap.exposure = 0.5 keeps the rest of the scene from
washing out around it. Would clamp to 1.0 in an LDR pipeline.
OptionalsunSun apparent angular radius in degrees. Default 3.0.
Options accepted by paintSunSkyHDR.