---
title: "3D Sky and Day Cycle: API"
package: "@phaser-ae/sky-3d"
tier: Pro
version: 3.0.0-2
released: 2026-10-14
updated: 2026-10-19
description: "A procedural 3D sky with a time-of-day dial that drives the palette, sun, ambient light, fog and reflections, on WebGPU and WebGL2."
url: https://phaser.io/packs/sky-3d/api
site: Phaser - https://phaser.io
---

# 3D Sky and Day Cycle: API

`@phaser-ae/sky-3d` — The light, cheap 3D sky: one time-of-day dial drives the palette, sun, ambient, fog and a baked env map, on WebGPU and WebGL2.

## The pack

### `sky3d`

```ts
function sky3d(opts: Sky3dOptions = {}): Pack<{ sky: Sky3dApi }>
```

The `sky-3d` pack: a procedural sky drawn per pixel before the meshes, a day/night cycle that drives the
scene's own sun, ambient and fog, and an env map baked from the same palette for anything that reflects.
Requires a 3D world and supports WebGPU and WebGL2.

## Helpers

### `bakeEnv`

```ts
function bakeEnv(s: SkyState, o: EnvBakeOptions): EnvLevel[]
```

Bake the sky to an equirect field, mip chain included. `u = atan2(x, z) / 2π + 0.5` and
`v = 0.5 − asin(y) / π`, which is the convention every sampler here uses.

The gradient is the same one the dome shader draws — horizon to zenith on a 0.55 power, the sun-weighted
glow band, and the fog floor below the horizon — so a reflection and the sky it reflects agree.

### `constellationDirs`

```ts
function constellationDirs(): Array<{ x: number; y: number; z: number; b: number }>
```

The constellation stars as unit directions with a brightness each. Pure; baked once at module load.

### `ENV_SIZE`

```ts
const ENV_SIZE: { width: number; height: number; mips: number; }
```

How many mip levels {@link bakeEnv} returns, and the size of level 0.

### `resolveSunPath`

```ts
function resolveSunPath(path: SunPath = {}): Required<SunPath>
```

A sun path with every field filled in, or a thrown error naming what is out of range.

### `SKY_KEYS`

```ts
const SKY_KEYS: readonly SkyKey[]
```

The default palette: ten hand-tuned keys across an Earth-like day, interpolated linearly in rgb, which is
good enough at these saturations.

The palette CLOCK must agree with the sun GEOMETRY (with {@link SUN_PATH} the sun's elevation is 0 at exactly
6:00 and 18:00): the golden hour sits just BEFORE 18:00 and dusk just after. A "sunset" palette while the sun
is already 20° under the horizon lights the world from below and the land goes black, so a palette written
for another sun path moves its keys with it.

### `skyState`

```ts
function skyState(hour: number, opts: SkyStateOptions = {}): SkyState
```

The day/night core: an hour 0..24 in (it wraps), the full palette and the sun's geometry out.

With the defaults the sun rises toward +x at 6:00 and sets toward −x at 18:00, standing about 78° high at
noon with a lean toward −z so noon shadows are never degenerate, and it keeps sweeping below the horizon at night with the
moon on the antipode. `opts.palette` and `opts.sun` replace the keyframes and the path; the palette is not
validated here (it runs every step), so check an authored one once with {@link validatePalette}.

### `SUN_PATH`

```ts
const SUN_PATH: Readonly<Required<SunPath>>
```

The default sun path: up at 6:00, down at 18:00, a 65° arc with a 0.45 lean (the noon sun at about 78°).

### `validatePalette`

```ts
function validatePalette(palette: readonly SkyKey[]): void
```

Throw unless a palette can be interpolated: at least one key, hours in 0..24 in strictly ascending order,
finite numbers and css colours. The message names the key and the field.

## Types

### `Env3dBag`

```ts
interface Env3dBag
```

What `sky-3d` publishes each frame under `ctx.backend['env3d']`: the sky, baked, for anything reflective.

- `view: GPUTextureView` — The equirect env map, mipped. `u = atan2(x, z) / 2π + 0.5`, `v = 0.5 − asin(y) / π`.
- `sampler: GPUSampler` — A linear, mipped, u-repeating sampler for it.
- `strength: number` — How much of it a reflection should take, 0..1 — it falls with the storm dial.
- `mips: number` — How many mip levels it carries, so a rough reflection can pick one.

### `EnvBakeOptions`

```ts
interface EnvBakeOptions
```

What the bake needs beyond the day's palette.

- `coverage: number` — Cloud sky-fraction 0..1 — a covered sky reflects flatter and brighter.
- `density: number` — Cloud opacity 0..1.
- `storm: number` — Storm dial 0..1 — darkens everything.
- `clouds: boolean` — Are the clouds drawn at all.

### `EnvLevel`

```ts
interface EnvLevel
```

One baked level of the env map.

- `w: number` — Texel width.
- `h: number` — Texel height.
- `data: Uint8Array` — rgba8, row major.

### `Rgb`

```ts
type Rgb = [number, number, number]
```

A colour as linear-ish rgb, 0..1.

### `Sky3dApi`

```ts
interface Sky3dApi
```

`game.sky`. Every field is live.

- `enabled: boolean` — Draw the sky and its environment map. Lighting control remains independently governed by driveLighting.
- `time: number` — Time of day, 0..1: 0 midnight, 0.25 sunrise, 0.5 noon, 0.75 sunset. Wraps.
- `hour: number` — The same clock in hours, 0..24. Setting either moves the other.
- `daySeconds: number` — Seconds a full day takes; 0 stops the clock. Default 0.
- `northOffset: number` — Which way the sun rises from, degrees. Default 90.
- `brightness: number` — Overall brightness. Default 1.
- `haze: number` — How hazy the horizon is, 0..1. Default 0.35.
- `stars: number` — Star and moon brightness at night, 0..1; 0 is an empty sky. Default 1.
- `clouds: number` — Cloud cover, 0..1; 0 is clear and skips the cloud work entirely. Default 0.45.
- `cloudDensity: number` — Cloud opacity, 0..1. Default 0.65.
- `cloudSpeed: number` — How fast the clouds drift, on their own clock. Default 1.
- `wind: { x: number; z: number }` — Which way they drift. Default a gentle westerly.
- `storm: number` — The storm dial, 0..1: more cloud, darker cloud, dimmer sun. Default 0.
- `driveLighting: boolean` — Drive `render3d.lighting` — sun, ambient and fog — from the sky. Default true.
- `palette: readonly SkyKey[]` — The day's keyframes, {@link SKY_KEYS} by default. Assign a new array to restyle the whole day (an alien sky, a stylised one); it is validated and copied, and reading returns the live copy. Throws on a palette {@link validatePalette} refuses.
- `sunPath: SunPath` — The sun's path: rise and set hours, peak and depth elevations, lean. Assign to change it; reading gives every field. Throws on a path out of range.
- `cloudScale: number` — Cloud pattern scale: higher is smaller, busier clouds. Default 0.85.
- `cycle(seconds: number): void` — Set the clock running: one full day every `seconds`. 0 stops it.
- `readonly state: SkyState` — The whole palette and sun geometry for right now.
- `readonly sunDirection: { x: number; y: number; z: number }` — The direction the light TRAVELS, normalised: from the sun toward the ground by day (so `y` is negative), and the moon's light, down from the antipode, at deep night. It is what `render3d.lighting.sun` is set to. `skymax`'s `sunDirection()` points the other way, toward the sun: use {@link sunPosition} for that.
- `readonly sunPosition: { x: number; y: number; z: number }` — The unit vector TOWARD the sun, compass turn included: what a lens flare or a sun-facing sprite wants. Below the horizon at night.
- `readonly sunHeight: number` — How high the sun is, the `y` of {@link sunPosition}: −1 straight down to 1 straight up (about 0.98 at the default noon).

### `Sky3dOptions`

```ts
interface Sky3dOptions
```

Manifest options — the same fields as the API, all optional.

- `time?: number` — Starting time of day, 0..1. Default 0.3.
- `hour?: number` — Starting time in hours, 0..24. Overrides `time`.
- `daySeconds?: number` — Seconds a full day takes; 0 holds it still. Default 0.
- `northOffset?: number` — Which way the sun rises from, degrees. Default 90.
- `brightness?: number` — Overall brightness. Default 1.
- `haze?: number` — Horizon haze, 0..1. Default 0.35.
- `stars?: number` — Star brightness, 0..1. Default 1.
- `clouds?: number` — Cloud cover, 0..1. Default 0.45.
- `cloudDensity?: number` — Cloud opacity, 0..1. Default 0.65.
- `cloudSpeed?: number` — Cloud drift speed. Default 1.
- `wind?: { x: number; z: number }` — Cloud drift direction. Default `{ x: 1, z: 0.35 }`.
- `storm?: number` — Storm dial, 0..1. Default 0.
- `driveLighting?: boolean` — Drive the scene lighting from the sky. Default true.
- `palette?: SkyKey[]` — The day's keyframes, by hour. Default {@link SKY_KEYS}, an Earth-like day.
- `sunPath?: SunPath` — The sun's path. Default {@link SUN_PATH }: up at 6:00, down at 18:00, 65° at noon.
- `cloudScale?: number` — Cloud pattern scale: higher is smaller, busier clouds. Default 0.85.

### `SkyKey`

```ts
interface SkyKey
```

One keyframe of the day's palette, at an hour. {@link skyState} interpolates linearly between the two keys
either side of the hour, wrapping from the last key round to the first. Colours are css strings.

- `t: number` — The hour this key sits at, 0 (inclusive) to 24 (exclusive). Keys run in ascending order.
- `zenith: string` — The sky colour straight up.
- `horizon: string` — The sky colour at the horizon.
- `glow: string` — The glow band around the sun near the horizon.
- `sun: string` — The colour of the direct light.
- `sunI: number` — Direct light strength, about 1 at noon and near 0 at night.
- `ambient: number` — Ambient strength.
- `ambSky: string` — Ambient arriving from above.
- `ambGround: string` — Ambient bouncing from below.
- `fog: string` — The fog colour.
- `stars: number` — Star opacity, 0 by day to 1 at night.
- `moon: number` — Moon opacity, 0..1.

### `SkyState`

```ts
interface SkyState
```

The whole sky for one moment of the day. Returned by {@link skyState}.

- `sunPos: Rgb` — Unit vector pointing TOWARD the sun. Below the horizon at night.
- `sunDir: Rgb` — The direction the light TRAVELS — what a renderer's `sun` wants: `−sunPos` by day, and the moon's light (down from the antipode) at deep night.
- `sunColor: Rgb` — The colour of the direct sunlight.
- `sunI: number` — Direct sun strength: about 1 at noon, near 0 at night.
- `zenith: Rgb` — The sky colour straight up.
- `horizon: Rgb` — The sky colour at the horizon.
- `glow: Rgb` — The glow around the sun near the horizon.
- `ambient: number` — Ambient strength.
- `ambSky: Rgb` — Ambient arriving from above.
- `ambGround: Rgb` — Ambient bouncing from below.
- `fog: Rgb` — The fog colour for this hour.
- `stars: number` — Star opacity — 0 by day.
- `moon: number` — Moon opacity.

### `SkyStateOptions`

```ts
interface SkyStateOptions
```

What {@link skyState} reads beyond the hour: the palette and the sun's path.

- `palette?: readonly SkyKey[]` — The day's keyframes. Default {@link SKY_KEYS}.
- `sun?: SunPath` — The sun's path. Default {@link SUN_PATH}; unset fields take its values.

### `SunPath`

```ts
interface SunPath
```

The sun's daily path. The sun rises at `rise`, climbs to its highest halfway to `set`, sets at `set`, and
keeps sweeping below the horizon through the night to its lowest halfway to the next rise, with the moon on
the antipode. Before the compass turn (`northOffset`) it rises toward +x and sets toward −x, leaning toward −z.

`peak` and `lean` shape the arc together: the sun climbs as if to `peak`, and the lean tips the path toward
−z, which raises the mid-day sun to `atan(tan(peak) / lean)` (about 78° with the defaults, 65° and 0.45).
A small `peak` with a large `lean` is a low winter sun; `lean` 0 passes straight overhead.

- `rise?: number` — The hour the sun rises, 0 (inclusive) to 24 (exclusive). Default 6.
- `set?: number` — The hour it sets: after `rise`, and less than a day after it (it may pass midnight). Default 18.
- `peak?: number` — How high the arc climbs by day, radians, before the lean tips it; above 0, at most π/2. Default 65° (about 1.134).
- `depth?: number` — How far it sinks at night, radians, before the lean; 0 to π/2. Default the same as `peak`.
- `lean?: number` — How far the arc leans off the east-west line toward −z, as a horizontal ratio: 0 passes straight overhead (at `peak` π/2), 0.45 is a temperate lean that keeps noon shadows from degenerating. Default 0.45.

---

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