This window holds settings for the level, such as global fog and skybox.
Active: will enable or disable the skybox.
Color: if no texture is set, the skybox will use a flat color defined here.
Texture: loads a cubemap texture to be used as skybox.
Global Fog settings
Active: enables or disables the global fog.
Culling: sets if the fog should cull objects that are behind the 'End' distance.
Start: sets the distance to the camera where the color fading should start.
End: sets the distance to the camera where the color fading should be fully done.
Falloff Exp: sets the attenuation factor that will be used for the fading.
Color: color for the fog.
Global Max Triangles Per Decal: this here will set how many triangles decal meshes will have unless individually tweaked.
Reset Created Decals: this will reset all created decals to use the above value.
Active: will toggle the directional light for the level.
Direction: 3D vector indicating where the light will point at.
Get from camera: copies the direction from the viewport camera.
Diffuse: the diffuse color for the light.
Sky color: objects will reflect shades of this color on their upper side.
Ground color: objects will reflect shades of this color on their lower side.
Brightness: brightness for the light.
Cast shadows: if the light should cast shadows.
Shadow map bias mul: tweak to move the shadow away from the light to remove shadow banding and artifacts.
Shadow map slope scale bias mul: tweak to move triangles even further away from the light if the angle to the light is steep.
Shadow caster distance: sets how far our light source will be when it comes to casting shadows. Increase to remove artifacts caused by shadows. A too high of a number will make shadows start to disappear.
The inputs in this tab control the parameters for the environment particles in the level.
Active: will toggle the environmental particles.
Color: the particles will be tinted with this color.