Distance clouds expose the following shader parameters via the Shader Params section inside the Material editor to adjust their appearance.
Controls the alpha saturation of cloud when blending them with the sky. High values will make less opaque parts of the cloud texture fade out more.
Controls how strongly sun light is attenuated when traveling through the distance cloud. Light attenuation is computed per pixel.
A value multiplied to the sky color defined for the current by time of day. The result will be used in the pixel shader to blend between sun and sky color using the computed light attenuation value.
Controls how fast to step through the cloud texture (density) to compute per pixel light attenuation.
A value multiplied to the sun color defined for the current by time of day. The result will be used in the pixel shader to blend between sun and sky color using the computed light attenuation value.
Advanced Distance Clouds
Advanced Distance Clouds allows you to use distance clouds with more accurate shading computations.
Alpha multiplier for cloud texture.
Alpha saturation of cloud texture.
Height of the cloud layer.
Cloud density used for sky light scattering.
Cloud density used for sun light scattering.
Simple Distance Clouds
Simple Distance Clouds allows you to use distance clouds with no volumetric shading computations.
Exposure amount to enable HDR on LDR cloud texture.
Opacity modifier for the cloud.
Alpha saturation 1.5
Alpha saturation 2
Alpha saturation 4