Faint glow of the night sky itself (linear RGB radiance), so moonless nights aren't pitch black.
Brightness of the thin green airglow shell at the mesopause (seen as a glowing line at the limb at night).
Airglow shell colour (linear RGB).
Multiplier on all densities: 0.5 = thin air, 3 = soupy.
Draw the atmosphere at all. Off = black sky with stars (airless worlds, space scenes).
Ground albedo seen through the atmosphere where no terrain is drawn (#rrggbb, e.g. from orbit).
Thickness of the atmosphere shell above the planet radius, metres.
Altitudes of the atmosphere's layers (troposphere … exosphere, and the Kármán line).
Ray-march samples towards the sun for each view sample.
Mie scattering coefficient, 1/m. More = hazier, whiter sky and bigger glow around the sun.
Mie absorption coefficient, 1/m.
Mie phase anisotropy, −1..1. Near 1 = tight forward glow around the sun.
Mie (haze, aerosols) density scale height, metres.
Ozone absorption coefficients, 1/m (at peak density). Gives twilight its blue. Zero to disable.
Altitude of peak ozone density, metres.
Half-width of the ozone layer (tent profile), metres.
Rayleigh scattering coefficients for red, green, blue, 1/m. Blue skies come from blue being largest.
Rayleigh (air molecules) density scale height, metres.
Scale every altitude (shell, scale heights, ozone, layers, cloud bands) by planet radius / Earth radius, with scattering coefficients scaled inversely so colours stay Earth-like on small planets.
Ray-march samples along each view ray.
Sun radiance scale in renderer units (what the sky is multiplied by).
Physical atmosphere parameters. Plain JSON. Coefficients are per metre at sea level.