FogSetupclass
A camera's fog settings. A zero weight preserves both legacy fog layers; an enabled override replaces their combined result before volumetric fog is applied. Use `default(FogSetup)` to inherit legacy fog; `new FogSetup()` creates a full-weight override.
Constructors1
Showing 1 constructors
public FogSetup()
Creates a full-weight exponential fog override with default settings. A zero-initialized default(FogSetup) instead preserves legacy fog.
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Properties36
Showing 36 properties
public float Sandbox.Rendering.FogSetup.AttenuationDistance { get; set; }
Distance removing 63.2 percent of background light, in world units.
float—public float Sandbox.Rendering.FogSetup.BaseHeight { get; set; }
World height where the height gradient reaches full opacity.
float—public Color Sandbox.Rendering.FogSetup.Color { get; set; }
Distance fog color and sky tint. Alpha is ignored; use MaximumOpacity instead.
public bool Sandbox.Rendering.FogSetup.DistanceEnabled { get; set; }
Whether distance fog contributes, independently of height fog.
bool—public bool Sandbox.Rendering.FogSetup.Enabled { get; set; }
Whether this override adds fog. A disabled override with nonzero weight suppresses legacy fog.
bool—public float Sandbox.Rendering.FogSetup.EndDistance { get; set; }
Full-fog distance for the artistic distance model, in world units.
float—public float Sandbox.Rendering.FogSetup.FalloffExponent { get; set; }
Exponent applied to the artistic distance ramp.
float—public Color Sandbox.Rendering.FogSetup.HeightColor { get; set; }
Independent height fog color, with alpha controlling its maximum opacity.
public bool Sandbox.Rendering.FogSetup.HeightEnabled { get; set; }
Enables the independent height gradient.
bool—public float Sandbox.Rendering.FogSetup.HeightExponent { get; set; }
Curve applied to the height gradient.
float—public float Sandbox.Rendering.FogSetup.HeightFalloff { get; set; }
Signed world distance from full height fog to clear. Zero creates a hard boundary.
float—public float Sandbox.Rendering.FogSetup.HeightSkyBlur { get; set; }
Cubemap blur, from the sharpest mip at zero to the coarsest mip at one.
float—public float Sandbox.Rendering.FogSetup.HeightSkyContribution { get; set; }
Blend between constant color and the tinted cubemap, from zero to one.
float—public Sandbox.Rendering.FogSkyEncoding Sandbox.Rendering.FogSetup.HeightSkyEncoding { get; set; }
Color encoding stored in the sky cubemap. Ordinary HDR and RGB textures use Rgb.
public Rotation Sandbox.Rendering.FogSetup.HeightSkyRotation { get; set; }
Rotation from world directions into the sky cubemap's local space.
public Sandbox.Texture Sandbox.Rendering.FogSetup.HeightSkyTexture { get; set; }
Optional cubemap providing directional height fog color. Cube arrays use their first cube.
public float Sandbox.Rendering.FogSetup.MaxDistance { get; set; }
Distance used to evaluate sky fog, independent of the camera's far clip plane.
float—public float Sandbox.Rendering.FogSetup.MaximumOpacity { get; set; }
Upper limit on distance fog opacity, independent of color.
float—public Sandbox.Rendering.FogMode Sandbox.Rendering.FogSetup.Mode { get; set; }
Distance attenuation model.
public float Sandbox.Rendering.FogSetup.SkyAffect { get; set; }
Additional opacity multiplier for sky pixels, from zero to one.
float—public float Sandbox.Rendering.FogSetup.SkyBlur { get; set; }
Cubemap blur, from the sharpest mip at zero to the coarsest mip at one.
float—public bool Sandbox.Rendering.FogSetup.SkyBlurDistanceEnabled { get; set; }
Use SkyBlur near the camera and SkyBlurFar beyond SkyBlurDistanceRange.
bool—public Vector2 Sandbox.Rendering.FogSetup.SkyBlurDistanceRange { get; set; }
Start and end distances of the sky blur ramp, in world units.
public float Sandbox.Rendering.FogSetup.SkyBlurFar { get; set; }
Far sky blur, from the sharpest mip at zero to the coarsest mip at one.
float—public float Sandbox.Rendering.FogSetup.SkyContribution { get; set; }
Blend between constant color and the tinted cubemap, from zero to one.
float—public Sandbox.Rendering.FogSkyEncoding Sandbox.Rendering.FogSetup.SkyEncoding { get; set; }
Color encoding stored in the sky cubemap. Ordinary HDR and RGB textures use Rgb.
public Rotation Sandbox.Rendering.FogSetup.SkyRotation { get; set; }
Rotation from world directions into the sky cubemap's local space.
public Sandbox.Texture Sandbox.Rendering.FogSetup.SkyTexture { get; set; }
Optional cubemap providing directional fog color. Cube arrays use their first cube.
public float Sandbox.Rendering.FogSetup.StartDistance { get; set; }
Clear distance before fog starts, in world units.
float—public float Sandbox.Rendering.FogSetup.SunFadeDistance { get; set; }
Distance over which sun lighting smoothly fades in. Zero gives a hard start; negative values reverse the fade.
float—public float Sandbox.Rendering.FogSetup.SunIntensity { get; set; }
Multiplier for the dominant sun's color, independent of its volumetric fog strength.
float—public bool Sandbox.Rendering.FogSetup.SunLightingEnabled { get; set; }
Add an unshadowed glow from the view's dominant sun to distance fog.
bool—public float Sandbox.Rendering.FogSetup.SunLobeWidth { get; set; }
Angle from the sun at half intensity, in degrees.
float—public float Sandbox.Rendering.FogSetup.SunSaturation { get; set; }
Sun glow saturation. Zero is greyscale, one preserves the light's color, and higher values strengthen it.
float—public float Sandbox.Rendering.FogSetup.SunStartDistance { get; set; }
Distance from the camera where the sun glow starts fading in, in world units.
float—public float Sandbox.Rendering.FogSetup.Weight { get; set; }
Influence over the legacy gradient and cubemap fog result, from zero to one.
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