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@@ -81,8 +81,9 @@
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The background mode. See [enum BGMode] for possible values.
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</member>
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<member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0">
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- If set above [code]0.0[/code] (exclusive), blends between the fog's color and the color of the background [Sky]. This has a small performance cost when set above [code]0.0[/code]. Must have [member background_mode] set to [constant BG_SKY].
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+ If set above [code]0.0[/code] (exclusive), blends between the fog's color and the color of the background [Sky], as read from the radiance cubemap. This has a small performance cost when set above [code]0.0[/code]. Must have [member background_mode] set to [constant BG_SKY].
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This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
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+ Notice that this does not sample the [Sky] directly, but rather the radiance cubemap. The cubemap is sampled at a mipmap level depending on the depth of the rendered pixel; the farther away, the higher the resolution of the sampled mipmap. This results in the actual color being a blurred version of the sky, with more blur closer to the camera. The highest mipmap resolution is used at a depth of [member Camera3D.far].
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</member>
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<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01">
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The fog density to be used. This is demonstrated in different ways depending on the [member fog_mode] mode chosen:
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