# Lab rows for the port menu's Lab tab (Insert, last tab). Saved changes show up in the menu
# within a second, no restart. One row per line:
#   label | object | property | mode | min | max | format | help
# mode: % scales the game's value (100 = as is), + adds to it (0 = as is), = sets it.
# Add component numbers for vectors and colors: %1,2 = parts 1 and 2. Colors are
# "r g b a intensity", so part 5 is the intensity.
# The objects are the game's own (FindObject names); the game sets them per area in
# stages/common/lights/missiongi_env.lua.

# Fog (DLAA makes it look thinner: try density / height fog up a bit)
# moved to the Image tab (fog_distance, presets) 2026-10-22: Fog distance (far, near)  | _default_env_pp | fogParam        | %1,2 | 25  | 400 | %.0f%% | Where the fog starts and reaches full strength. Lower brings it closer.
# dropped 2026-10-22: Fog density               | _default_env_pp | fogParam        | %3   | 0   | 400 | %.0f%% | Maximum fog amount (part 3 of fogParam).
Fog curve                 | _default_env_pp | fogParam        | %4   | 0   | 400 | %.0f%% | Part 4 of fogParam: probably the falloff exponent.
Fog extra                 | _default_env_pp | fogParam2       | =1   | 0   | 1   | %.3f   | fogParam2 part 1 (0.125 in the foggy TC area).
Fog near intensity        | _default_env_pp | fogNearColor    | %5   | 0   | 400 | %.0f%% | Brightness of the near fog color.
Fog far intensity         | _default_env_pp | fogFarColor     | %5   | 0   | 400 | %.0f%% | Brightness of the far fog color.
# dropped 2026-10-22: Height fog amount         | _default_env_pp | heightFogMax    | %    | 0   | 400 | %.0f%% | Maximum amount of the ground fog.
Height fog intensity      | _default_env_pp | heightFogColor  | %5   | 0   | 400 | %.0f%% | Brightness of the ground fog.
Height fog top            | _default_env_pp | heightFogTop    | +    | -50 | 50  | %+.1f  | Moves the top of the ground fog (meters).
Height fog bottom         | _default_env_pp | heightFogBottom | +    | -50 | 50  | %+.1f  | Moves the bottom of the ground fog.
# dropped 2026-10-23: Fog color table mix       | _default_env_pp | clutAlpha       | %    | 0   | 200 | %.0f%% | How much the area's fog color table tints the fog.
# dropped 2026-10-23: Sky fog scale             | _default_env_sb | scaleForFog     | %    | 25  | 400 | %.0f%% | How far the sky dome counts for the fog.
Water fog density         | _default_env_pp | waterFogParam   | %3   | 0   | 400 | %.0f%% | Fog amount under water.

# LOD and draw distance
# dropped 2026-10-22: Normal map mip limit      | _rcfg           | normalMaxLod    | =    | 0   | 8   | %.0f   | Game 4 in play. Texture streaming limit (probably applied on load, not live); direction unverified.
# dropped 2026-10-22: Material mip limit        | _rcfg           | materialMaxLod  | =    | 0   | 8   | %.0f   | Game 1 in play, 4 in cutscenes.
# dropped 2026-10-22: Draw distance (far plane) | _trico_camera   | maxz            | %    | 50  | 400 | %.0f%% | The camera's far clip (game 2000).
Shadow cascade distances  | _default_env_cs | splitDistances  | %1,2,3 | 50 | 1000 | %.0f%% | The sun shadow splits, relative to the game value (default: game value). Higher: more shadow depth on distant towers and cliffs, but softer and flickering shadows up close.
Shadow far distance       | _default_env_cs | splitDistances  | %4   | 50  | 300 | %.0f%% | The last split (2000).

# Lighting
# dropped 2026-10-22: Water roughness           | _default_env_li | waterRoughnessOffset | + | -1 | 1  | %+.2f  | Smoother (below 0) or rougher water.
