A chunk splits when the camera is closer than size × lodFactor (higher = more detail further out).
Chunks never get smaller than this, metres (0.5 lets an ant walk on centimetre-scale ground).
Edge length of a level-0 chunk on flat worlds, metres.
Flat worlds: terrain is drawn out to this distance from the camera, metres. Planets cull by the horizon.
Level-of-detail settings for the terrain quadtree.