The Fog effect, when enabled, causes 3D objects far in the distance to be rendered as single-color silhouettes.
The Lights object contains the settings for both the ambient and directional lights in the 3D scene.
The PostProcess object contains all the settings for the different image filter effects that can be applied at the end of the rendering pipeline (vignetting, bloom, etc...)
Converts a point in canvas space (i.e in CSS pixels from the top-left corner) into clip space. The clip space represents the volume of the camera frustum as a cube within which coordinates go from -1 to 1. Anything outside is not visible and gets discarded or "clipped" at render time, hence the name.
The canvas point, in CSS pixels from the top-left corner of the canvas, to convert to clip space.
If provided, set the z coordinate of the returned clip space point to this value. If not, 0 is used. A value of -1 puts the point on the near plane while 1 puts it on the far one. With a perspective camera, 0 isn't half-way between near and far as this is not a linear relationship (0 will actually be closer to the near plane than the far one as this is where most of the precision lies).
When provided, the clip space point is returned into this Vector3 instead of allocating one.
Converts a point expressed in clip space into canvas space (i.e. in CSS pixels from the top-left corner). The clip space represents the volume of the camera frustum as a cube within which coordinates go from -1 to 1. Anything outside is not visible and gets discarded or "clipped" at render time, hence the name. The clip space point can either be a Vector2 or Vector3 as the z coordinate doesn't matter. That's because all clip space points with the same x and z (but different z) appear at the same 2D canvas position. Note that clip space points (Vector3) with coordinates outside the [-1, 1] range are not technically visible on the canvas, but will still be returned here.
The clip space point to convert to canvas space.
When provided, the canvas point is returned into this Vector2 instead of allocating one.
The Background object controls what color(s) to use as background of the rendered image. This is used to define the sky color in open environments.