mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
1c1524a651
Can't stop, won't stop, they said, huh?
34 lines
3.0 KiB
XML
34 lines
3.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="FogMaterial" inherits="Material" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
[Material] used with a [FogVolume] to draw things with the volumetric fog effect.
|
|
</brief_description>
|
|
<description>
|
|
A [Material] resource that can be used by [FogVolume]s to draw volumetric effects.
|
|
If you need more advanced effects, use a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url].
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<members>
|
|
<member name="albedo" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)">
|
|
The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] is converted into single-scattering, which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo].
|
|
</member>
|
|
<member name="density" type="float" setter="set_density" getter="get_density" default="1.0">
|
|
The density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. Negative values can be used to subtract fog from other [FogVolume]s or global volumetric fog.
|
|
[b]Note:[/b] Due to limited precision, [member density] values between [code]-0.001[/code] and [code]0.001[/code] (exclusive) act like [code]0.0[/code]. This does not apply to [member Environment.volumetric_fog_density].
|
|
</member>
|
|
<member name="density_texture" type="Texture3D" setter="set_density_texture" getter="get_density_texture">
|
|
The 3D texture that is used to scale the [member density] of the [FogVolume]. This can be used to vary fog density within the [FogVolume] with any kind of static pattern. For animated effects, consider using a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url].
|
|
</member>
|
|
<member name="edge_fade" type="float" setter="set_edge_fade" getter="get_edge_fade" default="0.1">
|
|
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.
|
|
</member>
|
|
<member name="emission" type="Color" setter="set_emission" getter="get_emission" default="Color(0, 0, 0, 1)">
|
|
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.
|
|
</member>
|
|
<member name="height_falloff" type="float" setter="set_height_falloff" getter="get_height_falloff" default="0.0">
|
|
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 [code]0.0[/code] results in uniform-density fog. The height threshold is determined by the height of the associated [FogVolume].
|
|
</member>
|
|
</members>
|
|
</class>
|