Ambient Fog Light leaves Zone Brushes (root object, same pose) and Sector Tint.mat moves from PowerBrush to Brushes/Ambient Brush: brightness falls as exp(-x^2 ln(1/_EdgeBrightness)), x in units of Zone.PopulatedRadius. ZoneRenderer.FitAmbientLight, called by LoadZone, is the one writer of the quad's size and _Reach (the radius where it is 1e-5 of the centre). AmbientEdgeVerify renders the real scene object through that call. Builds in Unity 6000.3.24f1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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