Table of Contents

Class FogMaterial

A material that controls how volumetric fog is rendered, to be assigned to a FogVolume.

Inheritance
FogMaterial

Remarks

A Material resource that can be used by FogVolumes to draw volumetric effects.

If you need more advanced effects, use a custom fog shader.

Properties

albedo

The single-scattering Color of the FogVolume. Internally, albedo is converted into single-scattering, which is additively blended with other FogVolumes and the volumetric_fog_albedo.

var albedo : Color = Color(1, 1, 1, 1)

Property Value

Color

Remarks

density

The density of the FogVolume. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. Negative values can be used to subtract fog from other FogVolumes or global volumetric fog.

Note: Due to limited precision, density values between -0.001 and 0.001 (exclusive) act like 0.0. This does not apply to volumetric_fog_density.

var density : float = 1.0

Property Value

float

Remarks

density_texture

The 3D texture that is used to scale the density of the FogVolume. This can be used to vary fog density within the FogVolume with any kind of static pattern. For animated effects, consider using a custom fog shader.

var density_texture : Texture3D

Property Value

Texture3D

Remarks

edge_fade

The hardness of the edges of the FogVolume. A higher value will result in softer edges, while a lower value will result in harder edges.

var edge_fade : float = 0.1

Property Value

float

Remarks

  • void set_edge_fade(float value)
  • float get_edge_fade

emission

The Color of the light emitted by the FogVolume. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the Color of the FogVolume independently from light sources.

var emission : Color = Color(0, 0, 0, 1)

Property Value

Color

Remarks

  • void set_emission(Color value)
  • Color get_emission

height_falloff

The rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of 0.0 results in uniform-density fog. The height threshold is determined by the height of the associated FogVolume.

var height_falloff : float = 0.0

Property Value

float

Remarks

  • void set_height_falloff(float value)
  • float get_height_falloff