Time – master animation controller for temporal effects.
Rotation Speed – rotation rate of the shape over time.
Shape U, Shape V, Shape W – parametric values that deform and morph the gem-like geometry.
Shape Type – switches between different procedural shape families.
Scale – overall size scaling of the rendered object.
Inner Sphere – defines the radius of an inner core sphere for layered refraction.
Refraction Index – sets the refractive distortion of light passing through the object.
Sun Color – tint applied to directional sunlight highlights.
Ground Color – base reflective color used for ground bounce.
Sky Color – tint used for environmental reflection from above.
Glow Color1 – first glow layer color applied to emissive areas.
Glow Color2 – secondary glow color, blending with Glow Color1.
Absorption Color – determines how light is absorbed as it travels through the object’s volume.
Max Bounces – number of internal ray bounces for reflection and refraction.
Max Marches – number of raymarching steps; higher values improve accuracy but reduce performance.
Tolerance – precision threshold for raymarching termination.