Every lit program blends toward the horizon colour (the prefiltered sky with the sun's inscatter, so it carries the day's grade); the sky's horizon band is pulled to the same colour, wider the closer the wall. The far plane, scatter and stream cull reach and the shadow cascades are clamped to the wall; the reflection pass shares the shaders and the cull. 0 is off: every branch is gated on u_fog_wall > 0 and r3d_reach hands back the far it was given. R3D_FOG_WALL=<m> for a shot. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
53 KiB
53 KiB