Currently working on a lore-accurate atmospheric haze effect! The color is an artifact of the level’s sky colors (I might make it independent later), and the density is also configurable by the level designer. It defaults to off entirely to avoid mucking with the appearance of old levels. This all started as a way to try to subtly add more depth to the otherwise flat shading, which normally can make determining the edges of level geometry difficult. I find that even a low amount of haze (about 500 “ppm”) is enough to alleviate the issue without making things look obviously foggy. (The screenshot is at 200000ppm.) We’re going to work on finding ways to convincingly apply it to the skybox next.