Milliseconds per frame spent building chunks on the main thread (when there are no workers).
Terrain casts shadows.
Chunk jobs in flight per worker.
Frames an unused chunk stays cached before it is freed.
A chunk splits when the camera is closer than size × lodFactor (higher = more detail further out).
Surface look (see TerrainMaterialOptions).
Chunks never get smaller than this, metres (0.5 lets an ant walk on centimetre-scale ground).
Floating origin: the world position that sits at render-space (0, 0, 0). Keep it near the camera
(see FloatingOrigin) so float32 GPU precision holds from orbit down to ant scale.
Terrain receives shadows.
Vertices per chunk side (e.g. 33 = 32 × 32 quads).
Edge length of a level-0 chunk on flat worlds, metres.
Skirt depth as a fraction of the chunk's edge length (hides cracks between LODs).
Flat worlds: terrain is drawn out to this distance from the camera, metres. Planets cull by the horizon.
Every terrain setting (plain data). Change at runtime with WorldTerrain.set.