Colour in the direction opposite up: what a surface facing away from up receives
OptionalintensityBrightness, multiplied into both colours, as a light and as a background
Colour in the direction of up: what a surface facing up receives, and the sky drawn there
as a background
OptionalupDirection the sky is in; it doesn't need to be normalised
Sky and ground colours that light the scene in place of an environment map, or fill the background behind it
Assign one to View3D.environment. A surface facing
uptakes the sky colour, one facing the other way takes the ground colour, and anything between blends the two. Reflections read the same gradient. It needs no cube map, so it's cheaper than one, especially on mobile. It casts no shadows.Assigned to View3D#background, it draws the same gradient behind the scene. Use one object for both and the sky matches the light the scene receives.
It's a plain object: pass an object literal. The view reads its fields every frame, so a colour can be animated, for a sunset say.
Example