function Atmosphere() {
  /**
   * The intensity of the light that is used for computing the ground atmosphere color.
   *
   * @type {number}
   * @default 10.0
   */
  this.lightIntensity = 10.0;

  /**
   * The Rayleigh scattering coefficient used in the atmospheric scattering equations for the ground atmosphere.
   *
   * @type {Cartesian3}
   * @default Cartesian3(5.5e-6, 13.0e-6, 28.4e-6)
   */
  this.rayleighCoefficient = new Cartesian3(5.5e-6, 13.0e-6, 28.4e-6);

  /**
   * The Mie scattering coefficient used in the atmospheric scattering equations for the ground atmosphere.
   *
   * @type {Cartesian3}
   * @default Cartesian3(21e-6, 21e-6, 21e-6)
   */
  this.mieCoefficient = new Cartesian3(21e-6, 21e-6, 21e-6);

  /**
   * The Rayleigh scale height used in the atmospheric scattering equations for the ground atmosphere, in meters.
   *
   * @type {number}
   * @default 10000.0
   */
  this.rayleighScaleHeight = 10000.0;

  /**
   * The Mie scale height used in the atmospheric scattering equations for the ground atmosphere, in meters.
   *
   * @type {number}
   * @default 3200.0
   */
  this.mieScaleHeight = 3200.0;

  /**
   * The anisotropy of the medium to consider for Mie scattering.
   * <p>
   * Valid values are between -1.0 and 1.0.
   * </p>
   *
   * @type {number}
   * @default 0.9
   */
  this.mieAnisotropy = 0.9;

  /**
   * The hue shift to apply to the atmosphere. Defaults to 0.0 (no shift).
   * A hue shift of 1.0 indicates a complete rotation of the hues available.
   *
   * @type {number}
   * @default 0.0
   */
  this.hueShift = 0.0;

  /**
   * The saturation shift to apply to the atmosphere. Defaults to 0.0 (no shift).
   * A saturation shift of -1.0 is monochrome.
   *
   * @type {number}
   * @default 0.0
   */
  this.saturationShift = 0.0;

  /**
   * The brightness shift to apply to the atmosphere. Defaults to 0.0 (no shift).
   * A brightness shift of -1.0 is complete darkness, which will let space show through.
   *
   * @type {number}
   * @default 0.0
   */
  this.brightnessShift = 0.0;

  /**
   * When not DynamicAtmosphereLightingType.NONE, the selected light source will
   * be used for dynamically lighting all atmosphere-related rendering effects.
   *
   * @type {DynamicAtmosphereLightingType}
   * @default DynamicAtmosphereLightingType.NONE
   */
  this.dynamicLighting = DynamicAtmosphereLightingType.NONE;
}
Common atmosphere settings used by 3D Tiles and models for rendering sky atmosphere, ground atmosphere, and fog.

<p>
This class is not to be confused with {@link SkyAtmosphere}, which is responsible for rendering the sky.
</p>
<p>
While the atmosphere settings affect the color of fog, see {@link Fog} to control how fog is rendered.
</p>

@alias Atmosphere
@constructor

@example
// Turn on dynamic atmosphere lighting using the sun direction
scene.atmosphere.dynamicLighting = Cesium.DynamicAtmosphereLightingType.SUNLIGHT;

@example
// Turn on dynamic lighting using whatever light source is in the scene
scene.light = new Cesium.DirectionalLight({
  direction: new Cesium.Cartesian3(1, 0, 0)
});
scene.atmosphere.dynamicLighting = Cesium.DynamicAtmosphereLightingType.SCENE_LIGHT;

@example
// Adjust the color of the atmosphere effects.
scene.atmosphere.hueShift = 0.4; // Cycle 40% around the color wheel
scene.atmosphere.brightnessShift = 0.25; // Increase the brightness
scene.atmosphere.saturationShift = -0.1; // Desaturate the colors

@see SkyAtmosphere
@see Globe
@see Fog