LSL Constants/llSetEnvironment

==Parameters==
parameter 	integer value	values to set 	description
SKY_CLOUDS 	2 	vector color, float coverage, float scale, float variance, vector scroll, vector density, vector detail	Environmental cloud information:
* color: The color used for the clouds. range = [<0,0,0>, <1,1,1>]
* coverage: The coverage percentage. range = [0, 1]
* scale: The scaling applied to the cloud textures. range = (0 - 3]
* variance: A randomizing factor applied to the main cloud layer. range = [0, 1]
* scroll: The scroll speed of the clouds. X is east/west, Y is north/south, and Z is unused. range = [<-50,-50>, <50,50>]
* density: The X/Y and D parameter used to generate cloud density. range = [<0,0,0>, <1,1,3>]
* detail: The X/Y and D parameter used to generate cloud details. range = [<0,0,0>, <1,1,1>]
SKY_CLOUD_TEXTURE 	19 	string texture_ident 	Name of item in inventory or UUID for texture to be used for the clouds.
SKY_DOME 	4 	float offset, float radius, float max_altitude 	Sky dome information.
* offset: offset applied to the sky dome. range = [0,1]
* radius: radius of the sky dome. range = [1000,2000]
* max_altitude: altitude of the sky dome.range = [0,10000]
SKY_GAMMA 	5 	float gamma 	The gamma value applied to the scene. range = [0,20]
SKY_GLOW 	6 	float glow_size, float glow_focus 	Glow applied to the sun and moon.
* glow_size: size of glow effect. range = [0.2, 40]
* glow_focus: focus of glow effect. Range [-10, 10]
SKY_MOON 	9 	rotation rot, float scale, float brightness 	Detailed moon information:
* rot: The current rotation applied to the moon. Normalized rotation.
* scale: The current scale applied to the moon's texture. range = [0.25, 20]
* brightness: The moon's brightness. range = [0,1]
SKY_MOON_TEXTURE 	20 	string texture_ident 	Name of texture in inventory or UUID for texture to be used for the moon.
SKY_STAR_BRIGHTNESS 	13 	float brightness 	Brightness value applied to stars. range = [0,500]
SKY_SUN 	14 	rotation rot, float scale, vector sun_color 	Detailed sun information:
* rot: The current rotation applied to the sun.Normalized rotation.
* scale: The current scale applied to the sun's texture.range = [0.25, 20]
* sun_color: The sun's color.range = [<0,0,0>, <1,1,1>]
SKY_SUN_TEXTURE 	21 	string texture_ident 	Name of texture in inventory or UUID for texture to be used for the sun.
SKY_PLANET 	10 	float planet_radius, float sky_bottom_radius, float sky_top_radius 	Planet information used in rendering the sky.
* planet_radius: range = [1000, 32768]
* sky_bottom_radius: range = [1000, 32768]
* sky_top_radius: range = [1000, 32768]
SKY_REFRACTION 	11 	float moisture_level, float droplet_radius, float ice_level 	Sky refraction parameters for rainbows and optical effects.
* moisture_level: range = [0, 1]
* droplet_radius: range = [5, 1000]
* ice_level: range = [0, 1]
WATER_BLUR_MULTIPLIER 	100 	float multiplier 	Multiplier applied to blur the scene when under water. 
range = [-0.5, 0.5]
WATER_FOG 	101 	vector color, float density, fload modulation 	Fog parameters applied when underwater:
* color: The color of the underwater fog. range = [<0,0,0>, <1,1,1>]
* density: Density exponent applied to the fog. range = [-10, 10]
* modulation: range = [0, 20]
WATER_FRESNEL 	102 	float offset, float scale 	Fresnel scattering applied to the surface of the water.
*offset: range = [0,1]
scale: range = [0,1]
WATER_NORMAL_TEXTURE 	107 	string texture_ident 	Name of texture in inventory or UUID of texture to be used for the water normal.
WATER_NORMAL_SCALE 	104 	vector scale 	Scaling applied to the water normal map.
range = [<0,0,0>, <10,10,10>]
WATER_REFRACTION 	105 	float scale_above, float scale_below 	Refraction factors when looking through the surface of the water.
* scale_above: range = [0, 3]
* scale_below: range = [0, 3]
WATER_WAVE_DIRECTION 	106 	vector large_wave, vector small_wave 	Vector for the directions of the waves Y represents north/south and X represents movement east/west.
* large_wave: Large wave speed and direction. range = [<-20, -20>, <20, 20>]
* small_wave: Small wave speed and direction. range = [<-20, -20>, <20, 20>]
SKY_AMBIENT 	0 	vector color 	Ambient color used in the scene.
SKY_BLUE 	22 	vector blue_density, vector blue_horizon 	Change the colors used to calculate blue density and blue horizon in the environment.
SKY_HAZE 	23 	float density, float horizon, float density_multiplier, float distance_multiplier 	Values used to calculate the impact of blue_density and blue_horizon on the scene lighting.
SKY_REFLECTION_PROBE_AMBIANCE	24 	float ambiance 	Minimum ambiance value for all reflection probes.
range = [0.0, 10.0]
Caveat: This feature will be supported in the upcoming GLTF Materials project. Currently it will only work in supported testing areas with a supported test viewer.