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+<li class="toctree-l2 current"><a class="current reference internal" href="#">Shading Environment</a><ul>
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+<li class="toctree-l3"><a class="reference internal" href="#custom-shading-environment">Custom Shading Environment</a></li>
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+<li class="toctree-l3"><a class="reference internal" href="#default-components">Default components</a><ul>
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+
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+ <section id="shading-environment">
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+<h1>Shading Environment<a class="headerlink" href="#shading-environment" title="Permalink to this headline">¶</a></h1>
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+<p>The shading environment is a regular <a class="reference internal" href="../units/introduction.html#units"><span class="std std-ref">unit</span></a> that groups
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+components controlling global rendering features. Crown uses the properties
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+defined in this unit to drive many aspects of scene rendering.</p>
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+<figure class="align-center" id="id1">
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+<img alt="../_images/shading_environment.png" src="../_images/shading_environment.png" />
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+<figcaption>
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+<p><span class="caption-text">The Shading Environment unit with some of its components shown in the Inspector.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
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+</figcaption>
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+</figure>
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+<section id="custom-shading-environment">
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+<h2>Custom Shading Environment<a class="headerlink" href="#custom-shading-environment" title="Permalink to this headline">¶</a></h2>
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+<p>Every level must contain exactly one shading environment unit named
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+<code class="docutils literal notranslate"><span class="pre">shading_environment</span></code>. When you create a new level with the <a class="reference internal" href="../level_editor/index.html#level-editor"><span class="std std-ref">Level Editor</span></a>, Crown inserts a default shading environment unit for that level.</p>
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+<p>Because the shading environment is a Unit, you can edit its components in the
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+Inspector and <a class="reference internal" href="../units/creating_units.html#from-the-level-editor"><span class="std std-ref">save the unit as a prefab</span></a> for
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+reuse in other levels.</p>
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+</section>
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+<section id="default-components">
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+<h2>Default components<a class="headerlink" href="#default-components" title="Permalink to this headline">¶</a></h2>
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+<p>Crown provides a set of components commonly attached to the shading
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+environment. These components establish the scene base look and control
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+post-processing effects.</p>
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+<section id="global-lighting">
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+<h3>Global Lighting<a class="headerlink" href="#global-lighting" title="Permalink to this headline">¶</a></h3>
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+<p>The Global Lighting component controls the <a class="reference internal" href="lighting.html#skydome"><span class="std std-ref">Skydome</span></a> and ambient light
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+contribution:</p>
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+<ul class="simple">
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+<li><p><code class="docutils literal notranslate"><span class="pre">Skydome</span> <span class="pre">Map</span></code>: equirectangular projection texture used to render the skydome</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Skydome</span> <span class="pre">Intensity</span></code>: multiplier applied to the skydome texture to boost or
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+soften its contribution</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Ambient</span> <span class="pre">Color</span></code>: base color added to objects when direct lighting is
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+absent</p></li>
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+</ul>
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+</section>
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+<section id="fog">
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+<h3>Fog<a class="headerlink" href="#fog" title="Permalink to this headline">¶</a></h3>
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+<p>The Fog component simulates atmospheric scattering between the camera and
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+shaded objects:</p>
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+<ul class="simple">
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+<li><p><code class="docutils literal notranslate"><span class="pre">Color</span></code>: fog base color</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Density</span></code>: overall fog strength; higher values make distant objects appear
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+foggier</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Range</span> <span class="pre">Min</span></code> / <code class="docutils literal notranslate"><span class="pre">Range</span> <span class="pre">Max</span></code>: distances from the camera where fog starts
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+and ends</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Sun</span> <span class="pre">Blend</span></code>: mixes the <a class="reference internal" href="lighting.html#directional-light"><span class="std std-ref">sun</span></a> color into the fog
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+(0 = no sun influence, 1 = fog color replaced by sun color)</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Enabled</span></code>: toggle the fog simulation</p></li>
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+</ul>
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+</section>
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+<section id="bloom">
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+<h3>Bloom<a class="headerlink" href="#bloom" title="Permalink to this headline">¶</a></h3>
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+<p>The Bloom component adds glow around very bright parts of the image.</p>
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+<ul class="simple">
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+<li><p><code class="docutils literal notranslate"><span class="pre">Weight</span></code>: blending weight of the bloom contribution (0 = no bloom contribution, 1 = image is replaced by bloom)</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Intensity</span></code>: bloom brightness</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Enabled</span></code>: toggle the effect</p></li>
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+</ul>
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+</section>
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+<section id="tonemap">
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+<h3>Tonemap<a class="headerlink" href="#tonemap" title="Permalink to this headline">¶</a></h3>
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+<p>The Tonemap component maps the renderer’s HDR output to the displayable color
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+range of the monitor.</p>
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+<ul class="simple">
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+<li><p><code class="docutils literal notranslate"><span class="pre">Gamma</span></code>: no complex tonemapping, only gamma correction</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Reinhard</span></code></p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Filmic</span></code></p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">ACES</span></code></p></li>
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+</ul>
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+ <span class="lastupdated">Last updated on Feb 20, 2026.
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