Options accepted by paintSunSkyHDR.

interface PaintSunSkyHDROptions {
    groundColor?: [number, number, number];
    horizonBlend?: number;
    horizonColor?: [number, number, number];
    skyColor?: [number, number, number];
    sunDirection?: [number, number, number];
    sunIntensity?: number;
    sunRadiusDeg?: number;
}

Properties

groundColor?: [number, number, number]

Ground / nadir colour, linear radiance. Default [0.051, 0.051, 0.100] — a sRGB [0.25, 0.25, 0.35] dark slate, decoded.

horizonBlend?: number

Width of the smooth blend across the horizon, expressed as sin(latitude). Default 0.25.

horizonColor?: [number, number, number]

Horizon haze colour, linear radiance. Default [0.694, 0.578, 0.343] — a sRGB [0.85, 0.78, 0.62] warm tan, decoded.

skyColor?: [number, number, number]

Sky zenith colour, linear radiance. Default [0.085, 0.198, 0.694] — a sRGB [0.32, 0.48, 0.85] blue, decoded.

sunDirection?: [number, number, number]

World-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.

sunIntensity?: number

Sun 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.

sunRadiusDeg?: number

Sun apparent angular radius in degrees. Default 3.0.