game.env.atmosphere
The air, the rain, the grade and the reflection.
install(root) arms the post-process chain (rdr_env_bloom and rdr_env_grade,
both on the scene layer so the interface the ui slice draws is left ungraded)
and the two runs of rain — one over the roof, one falling the length of the lift
shaft. apply(look) pushes one palette look into the height fog, the
participating medium that lets the neon and the laser draw shafts, the surface
wetness, the bloom, the grade and the exposure. release() gives all of it back.
refreshReflection(clock) re-bakes what the wet floors reflect, and does it a
handful of times over a night rather than continuously: the bake crosses an HDR
target transition the engine is currently fragile across.
Scoped to this part · feeds back into the world's score.