IFClite TypeScript API
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    Interface LightingEnvironment

    interface LightingEnvironment {
        ambientIntensity?: number;
        exposure?: number;
        fillIntensity?: number;
        groundColor?: Vec3Color;
        rimIntensity?: number;
        sky?: Partial<SkyGradient>;
        skyColor?: Vec3Color;
        skyEnabled?: boolean;
        sunColor?: Vec3Color;
        sunDirection?: [number, number, number];
        sunIntensity?: number;
        sunSoftness?: number;
    }
    Index
    ambientIntensity?: number

    Hemisphere ambient strength (default 0.775). This is what lights faces turned away from the sun, so it sets how dark the shaded side and cast shadows read.

    exposure?: number

    Exposure multiplier on the light, before highlight roll-off (default 0.85).

    fillIntensity?: number

    Strength of the fill bouncing in from the side opposite the sun (default 0.1).

    groundColor?: Vec3Color

    Hemisphere-ambient ground colour (default [0.24, 0.2, 0.17], a warm bounce).

    rimIntensity?: number

    Rim-light strength, a fixed light from -Z (default 0.05).

    sky?: Partial<SkyGradient>

    Optional explicit sky gradient for the sky pass. When omitted, a palette is derived from the sun's altitude (day → golden hour → twilight → night).

    skyColor?: Vec3Color

    Hemisphere-ambient sky colour (default [0.34, 0.35, 0.36]). Kept close to neutral: the ambient carries almost half of the key light, so a strongly blue sky would tint every sunlit white surface.

    skyEnabled?: boolean

    Draw the procedural sky background. When false (default) the frame clears to RenderOptions.clearColor exactly as before.

    sunColor?: Vec3Color
    sunDirection?: [number, number, number]

    Unit vector toward the sun (Y-up viewer space). Normalized defensively.

    sunIntensity?: number

    Diffuse strength of the one-sided sun term (default 0.4).

    sunSoftness?: number

    Sun terminator softness — the diffuse "wrap" that lifts the light/shadow boundary off a hard max(N·L, 0) toward wrap-around lighting. 0 is a crisp terminator (hard shadows); larger values soften it (overcast look). Default 0.3. Clamped to [0, 1] on resolve.