Apply the exposure suggestion to renderer.toneMappingExposure.
Light the scene with an environment map rendered from the sky.
Cube faces rendered per frame while refreshing (6 = all at once; 1 spreads it over 6 frames).
scene.environmentIntensity to use.
Cube face size of the environment capture, pixels.
How far (degrees) the sun or moon must move before the environment is re-rendered.
Target average sky luminance after exposure.
Lowest and highest exposure suggested.
How fast exposure adapts, 1/seconds.
Drive scene.fog's colour from the horizon sky.
Multiplier on the fog colour.
Exponential fog density to set (creates FogExp2 if needed); 0 leaves density alone.
Distance of the lights from the point they follow, metres (keep it inside the shadow camera's far).
Moonlight tint (#rrggbb); night vision looks blue.
Moonlight intensity at full moon overhead.
The moon light casts shadows (costs a second shadow map).
Minimum hemisphere fill light at night (starlight, airglow, light pollution), so nights are dark
but never pitch black. Scaled by night.
Night fill colours as [sky, ground] (#rrggbb).
The sun light casts shadows.
Sun light intensity with the sun overhead in clear air.
Sun elevations (degrees) where night starts and where it is complete: night ramps 0 → 1 between them.
Lighting settings. Plain JSON.