36 SKY_INTENSITY_LV, // float; -12 to 20; Intensity of sky in LV or EV if IntensityAbsoluteLV is false
37 GROUND_INTENSITY_LV, // float; -12 to 20; Intensity of ground in LV or EV of IntensityAbsoluteLV is false
38 GROUND_COLOR, // color - float[3]/float[4], Ground color (lower hemisphere of atmosphere
39 IRRADIANCE_INTENSITY, // float; 0.0001 to 1; Intensity of atmosphere's direct irradiance. Lower = ambient/indirect lighting is more prevalent and direct lighting is weaker. Higher = direct lighting is stronger.
40 INSCATTER_START, // float; 0 to 1; Start distance of inscatter (fog) from 0=near to 1=far plane.
41 DISTANCE_FOG_START, // float; 0 to 1
42 DISTANCE_FOG_END, // float; 0 to 1
43 GROUND_DENSITY, // float; 0 to 1
44 RAYLEIGH, // float; 0.01 to 1; Amount of Rayleigh scattering.
45 RAYLEIGH_SCALE_HEIGHT, // float; 0 to 36000; Height scale of Rayleigh scattering (meters), lower = Rayleigh is 'compressed' to this value. bigger = Rayleigh is 'stretched' to this value.
46 MIE_DENSITY, // float; 0 to 10; Density of Mie scattering (multiplicator).");
47 MIE_SCALE_HEIGHT, // float; 680 to 36000; Height scale of Mie scattering (meters), lower = Mie is 'compressed' to this value. bigger = Mie is 'stretched' to this value.");
48 MIE_ANGSTROM_ALPHA, // float; 0 to 1; Luminosity/Intensity factor of Mie scattering.");
49 MIE_ANGSTROM_BETA, // float; 0 to 1; Amount of Mie scattering. (bigger = foggy, lower = clear)");
50 MIE_PHASE_FUNCTION_G, // float; 0 to 1; Defines the shape (anisotropy) of the Mie scattering. 1.0 = concentrated around the sun, 0.0 = constant through atmosphere.");
51 BACK_SCATTERING, // float; 0 to 1; Amount of mie scattering lit by sun, at the opposite side of sun");
52 BACK_SCATTERING_PHASE, // float; 0 to 1; Phase of the back scattering function, similar to MiePhaseFunctionG");
53 OVERRIDE_VOLFOG, // bool, Fog colors will be overriden by atmosphere");
54 OVERRIDE_VOLFOG_BRIGHTNESS, // float; -20 to 20; Fog intensity");
55 SOLAR_IRRADIANCE_TINT, // color - float[3]/float[4]
56 RAYLEIGH_SCATTERING_TINT, // color - float[3]/float[4]
57 MIE_SCATTERING_TINT // color - float[3]/float[4]