FogMaterial

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

    FogMaterial.swift:14
    class FogMaterial

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

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

    Superclasses

    • class Material

      Virtual base class for applying visual properties to an object, such as color and roughness.

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Type members

    Instance members

    • var albedo: Color

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

    • var density: Double

      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.

    • var densityTexture: Texture3D?

      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 edgeFade: Double

      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 emission: Color

      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 heightFalloff: Double

      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.