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    Class ExponentialHeightFog

    Used to create fogging effects such as clouds but with a density that is related to the height of the fog.

    Inheritance
    System.Object
    Object
    SceneObject
    Actor
    ExponentialHeightFog
    Implements
    ISerializable
    Inherited Members
    Actor.SetLayerRecursive(Int32)
    Actor.SetLayerNameRecursive(String)
    Actor.HasTag()
    Actor.HasTag(Tag)
    Actor.HasTag(String)
    Actor.AddTag(Tag)
    Actor.AddTagRecursive(Tag)
    Actor.RemoveTag(Tag)
    Actor.SetParent(Actor, Boolean, Boolean)
    Actor.GetChild(Int32)
    Actor.GetChild(String)
    Actor.GetChild(Type)
    Actor.GetChildren(Type)
    Actor.DestroyChildren(Single)
    Actor.GetScript(Int32)
    Actor.GetScript(Type)
    Actor.GetScripts(Type)
    Actor.AddMovement(Vector3)
    Actor.AddMovement(Vector3, Quaternion)
    Actor.GetWorldToLocalMatrix(Matrix)
    Actor.GetLocalToWorldMatrix(Matrix)
    Actor.OnDebugDraw()
    Actor.OnDebugDrawSelected()
    Actor.GetPrefabRoot()
    Actor.FindActor(String)
    Actor.FindActor(Type, Boolean)
    Actor.FindActor(Type, String)
    Actor.FindActor(Type, Tag, Boolean)
    Actor.FindScript(Type)
    Actor.HasActorInHierarchy(Actor)
    Actor.HasActorInChildren(Actor)
    Actor.IntersectsItself(Ray, Single, Vector3)
    Actor.Intersects(Ray, Single, Vector3)
    Actor.LookAt(Vector3)
    Actor.LookAt(Vector3, Vector3)
    Actor.LookingAt(Vector3)
    Actor.LookingAt(Vector3, Vector3)
    Actor.ToBytes(Actor[])
    Actor.FromBytes(Byte[])
    Actor.FromBytes(Byte[], Dictionary<Guid, Guid>)
    Actor.TryGetSerializedObjectsIds(Byte[])
    Actor.ToJson()
    Actor.FromJson(String)
    Actor.Clone()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.OnParentChanged()
    Actor.OnTransformChanged()
    Actor.OnActiveChanged()
    Actor.OnActiveInTreeChanged()
    Actor.OnOrderInParentChanged()
    Actor.OnStaticFlagsChanged()
    Actor.OnLayerChanged()
    Actor.OnBeginPlay()
    Actor.OnEndPlay()
    Actor.AddStaticFlags(StaticFlags)
    Actor.RemoveStaticFlags(StaticFlags)
    Actor.SetStaticFlag(StaticFlags, Boolean)
    Actor.HasStaticFlag(StaticFlags)
    Actor.ResetLocalTransform()
    Actor.AddChild(Type)
    Actor.AddChild<T>()
    Actor.GetChild<T>()
    Actor.TryGetChild<T>(T)
    Actor.GetOrAddChild<T>()
    Actor.AddScript(Type)
    Actor.AddScript<T>()
    Actor.GetScript<T>()
    Actor.TryGetScript<T>(T)
    Actor.FindScript<T>()
    Actor.FindActor<T>(Boolean)
    Actor.FindActor<T>(String)
    Actor.FindActor<T>(Tag, Boolean)
    Actor.GetChildren<T>()
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    Actor.RotateAround(Vector3, Vector3, Single, Boolean)
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    Actor.Children
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    SceneObject.BreakPrefabLink()
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    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
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    Object.GetUnmanagedInterface(Object, Type)
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    Object.MapObjectID(Guid)
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    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [ActorContextMenu("New/Visuals/Lighting & PostFX/Exponential Height Fog")]
    [ActorToolbox("Visuals")]
    [Unmanaged]
    public class ExponentialHeightFog : Actor, ISerializable

    Constructors

    ExponentialHeightFog()

    Initializes a new instance of the ExponentialHeightFog.

    Declaration
    public ExponentialHeightFog()

    Properties

    DirectionalInscatteringColor

    Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light enabled for DirectionalInscattering to be used.

    Declaration
    [EditorOrder(230)]
    [EditorDisplay("Directional Inscattering", "Color")]
    [Unmanaged]
    public Color DirectionalInscatteringColor { get; set; }
    Property Value
    Color

    DirectionalInscatteringExponent

    Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light enabled for DirectionalInscattering to be used. Range: 2-64.

    Declaration
    [EditorOrder(210)]
    [Limit(2F, 64F, 0.1F)]
    [EditorDisplay("Directional Inscattering", "Exponent")]
    [Unmanaged]
    public float DirectionalInscatteringExponent { get; set; }
    Property Value
    System.Single

    DirectionalInscatteringLight

    Directional light used for Directional Inscattering.

    Declaration
    [EditorOrder(200)]
    [EditorDisplay("Directional Inscattering", "Light")]
    [Unmanaged]
    public DirectionalLight DirectionalInscatteringLight { get; set; }
    Property Value
    DirectionalLight

    DirectionalInscatteringStartDistance

    Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light enabled for DirectionalInscattering to be used.

    Declaration
    [EditorOrder(220)]
    [Limit(0F, 3.40282347E+38F, 1F)]
    [EditorDisplay("Directional Inscattering", "Start Distance")]
    [Unmanaged]
    public float DirectionalInscatteringStartDistance { get; set; }
    Property Value
    System.Single

    FogCutoffDistance

    Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in. Setting this value to 0 disables it.

    Declaration
    [EditorOrder(60)]
    [Limit(0F, 3.40282347E+38F, 1F)]
    [EditorDisplay("Exponential Height Fog", null)]
    [Unmanaged]
    public float FogCutoffDistance { get; set; }
    Property Value
    System.Single

    FogDensity

    The fog density factor.

    Declaration
    [EditorOrder(10)]
    [Limit(1E-07F, 100F, 0.001F)]
    [EditorDisplay("Exponential Height Fog", null)]
    [Unmanaged]
    public float FogDensity { get; set; }
    Property Value
    System.Single

    FogHeightFalloff

    The fog height density factor that controls how the density increases as height decreases. Smaller values produce a more visible transition layer.

    Declaration
    [EditorOrder(20)]
    [Limit(0.0001F, 10F, 0.001F)]
    [EditorDisplay("Exponential Height Fog", null)]
    [Unmanaged]
    public float FogHeightFalloff { get; set; }
    Property Value
    System.Single

    FogInscatteringColor

    Color of the fog.

    Declaration
    [EditorOrder(30)]
    [EditorDisplay("Exponential Height Fog", null)]
    [Unmanaged]
    public Color FogInscatteringColor { get; set; }
    Property Value
    Color

    FogMaxOpacity

    Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely. A value of 0 means the fog color will not be factored in at all.

    Declaration
    [EditorOrder(40)]
    [Limit(0F, 1F, 0.001F)]
    [EditorDisplay("Exponential Height Fog", null)]
    [Unmanaged]
    public float FogMaxOpacity { get; set; }
    Property Value
    System.Single

    StartDistance

    Distance from the camera that the fog will start, in world units.

    Declaration
    [EditorOrder(50)]
    [Limit(0F, 3.40282347E+38F, 1F)]
    [EditorDisplay("Exponential Height Fog", null)]
    [Unmanaged]
    public float StartDistance { get; set; }
    Property Value
    System.Single

    VolumetricFogAlbedo

    The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.

    Declaration
    [EditorOrder(320)]
    [EditorDisplay("Volumetric Fog", "Albedo")]
    [Unmanaged]
    public Color VolumetricFogAlbedo { get; set; }
    Property Value
    Color

    VolumetricFogDistance

    Distance over which volumetric fog should be computed. Larger values extend the effect into the distance but expose under-sampling artifacts in details.

    Declaration
    [EditorOrder(350)]
    [Limit(0F, 3.40282347E+38F, 1F)]
    [EditorDisplay("Volumetric Fog", "Distance")]
    [Unmanaged]
    public float VolumetricFogDistance { get; set; }
    Property Value
    System.Single

    VolumetricFogEmissive

    Light emitted by height fog. This is a density value so more light is emitted the further you are looking through the fog. In most cases using a Skylight is a better choice, however, it may be useful in certain scenarios.

    Declaration
    [EditorOrder(330)]
    [EditorDisplay("Volumetric Fog", "Emissive")]
    [Unmanaged]
    public Color VolumetricFogEmissive { get; set; }
    Property Value
    Color

    VolumetricFogEnable

    Whether to enable Volumetric fog. Graphics quality settings control the resolution of the fog simulation.

    Declaration
    [EditorOrder(300)]
    [EditorDisplay("Volumetric Fog", "Enable")]
    [Unmanaged]
    public bool VolumetricFogEnable { get; set; }
    Property Value
    System.Boolean

    VolumetricFogExtinctionScale

    Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light. Range: 0.1-10.

    Declaration
    [EditorOrder(340)]
    [Limit(0.1F, 10F, 0.1F)]
    [EditorDisplay("Volumetric Fog", "Extinction Scale")]
    [Unmanaged]
    public float VolumetricFogExtinctionScale { get; set; }
    Property Value
    System.Single

    VolumetricFogScatteringDistribution

    Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while 0.9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0. Range: -0.9-0.9.

    Declaration
    [EditorOrder(310)]
    [Limit(-0.9F, 0.9F, 0.001F)]
    [EditorDisplay("Volumetric Fog", "Scattering Distribution")]
    [Unmanaged]
    public float VolumetricFogScatteringDistribution { get; set; }
    Property Value
    System.Single

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
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