Faint night-sky glow (linear RGB radiance).
Airglow shell brightness.
Airglow shell colour (linear).
Airglow shell bottom and top altitudes, metres (mesopause … Kármán line).
Atmosphere thickness, metres.
Render → home planet body frame.
Camera position minus planet centre, render space, metres.
Render → star frame (fixed stars; turns with sidereal time).
Density multiplier (0 = no atmosphere).
Earthshine radiance factor on the moon's dark side.
Ground albedo seen through the atmosphere where no terrain is drawn (linear RGB).
Mie scattering per metre.
Mie absorption per metre.
Mie anisotropy.
Mie scale height, metres.
Multiplier on the moon's albedo map.
Apparent moon radius, radians (0 = no moon).
Multiplier on the moon disc's sunlit radiance.
Towards the moon (render space).
Lit fraction of the moon.
Render → moon body frame.
How strongly moonlight lights the sky, relative to the sun.
0 by day … 1 at night. Bind it in your own materials (e.g. lit windows).
Minimum light on the night side of the planet seen from altitude (fraction of sunIntensity).
City lights on the night side.
Light colour (linear).
Procedural coverage.
Radiance of fully lit areas (0 = off).
Lights texture (equirectangular).
Planet radius, metres (sets the size of the sparkle).
Procedural feature scale.
Sun-elevation sines where lights switch on (start, full).
1 = use the texture, 0 = procedural.
Ozone absorption per metre (RGB).
Ozone peak altitude, metres.
Ozone layer half-width, metres.
Planet radius, metres.
Rayleigh scattering per metre (RGB).
Rayleigh scale height, metres.
Apparent sun radius, radians.
Sun disc colour from the star's temperature (linear RGB).
Towards the sun (render space).
Sun disc radiance (HDR; drives bloom).
Sun radiance scale.
Local up at the camera (render space).
Creates the uniforms shared by every sky layer.
Skyowns one set and drives it every frame.