feat: soft cloud layer edges
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@@ -335,6 +335,14 @@ window.CONFIG = {
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start: 0.35, // world units: clouds fade out very close to camera
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start: 0.35, // world units: clouds fade out very close to camera
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end: 2.5 // full density from this distance onward
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end: 2.5 // full density from this distance onward
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},
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},
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// Soft cloud edges: instead of a hard shell boundary, the deck fades
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// vertically and near grazing horizon rays. This targets the visible
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// cloud-deck ring without changing the actual cloud top/bottom.
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softEdges: true,
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edgeSoftness: 0.18, // world units of vertical soft padding
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horizonSoftness: 8.0, // path-length fade for grazing cloud rays
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maxMarchUnits: 120, // raymarch cap; 30 was the old fixed cap
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// softEdges: false // old hard-edged shell behaviour
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// Terrain occlusion for clouds. false draws clouds in front of the
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// Terrain occlusion for clouds. false draws clouds in front of the
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// terrain mesh even when terrain is closer; true clips cloud rays
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// terrain mesh even when terrain is closer; true clips cloud rays
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// against the terrain distance buffer.
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// against the terrain distance buffer.
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