Overall brightness multiplier of the ground colour.
Bump strength of the micro relief.
Debug view: biomes (biome map colours), lod (tint by quadtree level), splat (rock/snow/sand/wet).
Strength of the procedural colour variation and micro bumps (0 = flat vertex colours).
Distance over which detail fades out, metres.
Scale multiplier of the detail noise (higher = finer).
Saturation multiplier of the ground colour (1 = as generated).
Draw as wireframe.
Look of the terrain surface. All values are live through the returned uniforms.