moor_sky
The sky over the moor in the hour before first light: a vertical gradient with a starfield, a few long stratus bars low over the horizon, a glow and a warm band around the sun, and the sun's own disc.
moor_sky
The sky over the moor in the hour before first light: a vertical gradient with a starfield, a few long stratus bars low over the horizon, a glow and a warm band around the sun, and the sun's own disc.
Everything warm in it is aimed at sun_direction, which a sky-domain shader
takes from the scene's directional light — so pointing the sun over the summit
puts the whole dawn over the summit. That is the reason this exists rather than
the engine's ProceduralSky, which derives the sun's azimuth from timeOfDay
alone and puts sunrise at world +X with no field to turn it.
The disc is drawn with no horizon test, because the hill is opaque geometry in front of the sky: the sun is hidden until it clears the summit, and then it IS the crest.
game.world.Dawn drives every property from game.vendor.dawn.
Scoped to this part · feeds back into the world's score.