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godot-docs/classes/class_fogmaterial.rst
2025-06-07 03:33:02 +00:00

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FogMaterial.xml.
.. _class_FogMaterial:
FogMaterial
===========
**Inherits:** :ref:`Material<class_Material>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
A material that controls how volumetric fog is rendered, to be assigned to a :ref:`FogVolume<class_FogVolume>`.
.. rst-class:: classref-introduction-group
Description
-----------
A :ref:`Material<class_Material>` resource that can be used by :ref:`FogVolume<class_FogVolume>`\ s to draw volumetric effects.
If you need more advanced effects, use a custom :doc:`fog shader <../tutorials/shaders/shader_reference/fog_shader>`.
.. rst-class:: classref-reftable-group
Properties
----------
.. table::
:widths: auto
+-----------------------------------+--------------------------------------------------------------------+-----------------------+
| :ref:`Color<class_Color>` | :ref:`albedo<class_FogMaterial_property_albedo>` | ``Color(1, 1, 1, 1)`` |
+-----------------------------------+--------------------------------------------------------------------+-----------------------+
| :ref:`float<class_float>` | :ref:`density<class_FogMaterial_property_density>` | ``1.0`` |
+-----------------------------------+--------------------------------------------------------------------+-----------------------+
| :ref:`Texture3D<class_Texture3D>` | :ref:`density_texture<class_FogMaterial_property_density_texture>` | |
+-----------------------------------+--------------------------------------------------------------------+-----------------------+
| :ref:`float<class_float>` | :ref:`edge_fade<class_FogMaterial_property_edge_fade>` | ``0.1`` |
+-----------------------------------+--------------------------------------------------------------------+-----------------------+
| :ref:`Color<class_Color>` | :ref:`emission<class_FogMaterial_property_emission>` | ``Color(0, 0, 0, 1)`` |
+-----------------------------------+--------------------------------------------------------------------+-----------------------+
| :ref:`float<class_float>` | :ref:`height_falloff<class_FogMaterial_property_height_falloff>` | ``0.0`` |
+-----------------------------------+--------------------------------------------------------------------+-----------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Property Descriptions
---------------------
.. _class_FogMaterial_property_albedo:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **albedo** = ``Color(1, 1, 1, 1)`` :ref:`🔗<class_FogMaterial_property_albedo>`
.. rst-class:: classref-property-setget
- |void| **set_albedo**\ (\ value\: :ref:`Color<class_Color>`\ )
- :ref:`Color<class_Color>` **get_albedo**\ (\ )
The single-scattering :ref:`Color<class_Color>` of the :ref:`FogVolume<class_FogVolume>`. Internally, :ref:`albedo<class_FogMaterial_property_albedo>` is converted into single-scattering, which is additively blended with other :ref:`FogVolume<class_FogVolume>`\ s and the :ref:`Environment.volumetric_fog_albedo<class_Environment_property_volumetric_fog_albedo>`.
.. rst-class:: classref-item-separator
----
.. _class_FogMaterial_property_density:
.. rst-class:: classref-property
:ref:`float<class_float>` **density** = ``1.0`` :ref:`🔗<class_FogMaterial_property_density>`
.. rst-class:: classref-property-setget
- |void| **set_density**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_density**\ (\ )
The density of the :ref:`FogVolume<class_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 :ref:`FogVolume<class_FogVolume>`\ s or global volumetric fog.
\ **Note:** Due to limited precision, :ref:`density<class_FogMaterial_property_density>` values between ``-0.001`` and ``0.001`` (exclusive) act like ``0.0``. This does not apply to :ref:`Environment.volumetric_fog_density<class_Environment_property_volumetric_fog_density>`.
.. rst-class:: classref-item-separator
----
.. _class_FogMaterial_property_density_texture:
.. rst-class:: classref-property
:ref:`Texture3D<class_Texture3D>` **density_texture** :ref:`🔗<class_FogMaterial_property_density_texture>`
.. rst-class:: classref-property-setget
- |void| **set_density_texture**\ (\ value\: :ref:`Texture3D<class_Texture3D>`\ )
- :ref:`Texture3D<class_Texture3D>` **get_density_texture**\ (\ )
The 3D texture that is used to scale the :ref:`density<class_FogMaterial_property_density>` of the :ref:`FogVolume<class_FogVolume>`. This can be used to vary fog density within the :ref:`FogVolume<class_FogVolume>` with any kind of static pattern. For animated effects, consider using a custom :doc:`fog shader <../tutorials/shaders/shader_reference/fog_shader>`.
.. rst-class:: classref-item-separator
----
.. _class_FogMaterial_property_edge_fade:
.. rst-class:: classref-property
:ref:`float<class_float>` **edge_fade** = ``0.1`` :ref:`🔗<class_FogMaterial_property_edge_fade>`
.. rst-class:: classref-property-setget
- |void| **set_edge_fade**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_edge_fade**\ (\ )
The hardness of the edges of the :ref:`FogVolume<class_FogVolume>`. A higher value will result in softer edges, while a lower value will result in harder edges.
.. rst-class:: classref-item-separator
----
.. _class_FogMaterial_property_emission:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **emission** = ``Color(0, 0, 0, 1)`` :ref:`🔗<class_FogMaterial_property_emission>`
.. rst-class:: classref-property-setget
- |void| **set_emission**\ (\ value\: :ref:`Color<class_Color>`\ )
- :ref:`Color<class_Color>` **get_emission**\ (\ )
The :ref:`Color<class_Color>` of the light emitted by the :ref:`FogVolume<class_FogVolume>`. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the :ref:`Color<class_Color>` of the :ref:`FogVolume<class_FogVolume>` independently from light sources.
.. rst-class:: classref-item-separator
----
.. _class_FogMaterial_property_height_falloff:
.. rst-class:: classref-property
:ref:`float<class_float>` **height_falloff** = ``0.0`` :ref:`🔗<class_FogMaterial_property_height_falloff>`
.. rst-class:: classref-property-setget
- |void| **set_height_falloff**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_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 :ref:`FogVolume<class_FogVolume>`.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
.. |void| replace:: :abbr:`void (No return value.)`