Class Fog
Fog Volume Component.
Implements
Inherited Members
Namespace: UnityEngine.Rendering.HighDefinition
Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
Syntax
[Serializable]
[VolumeComponentMenu("Fog")]
[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
public class Fog : VolumeComponentWithQuality, IApplyRevertPropertyContextMenuItemProvider
Fields
Name | Description |
---|---|
albedo | Stores the fog albedo. This defines the color of the fog. |
anisotropy | Controls the angular distribution of scattered light. 0 is isotropic, 1 is forward scattering, and -1 is backward scattering. |
baseHeight | Height fog base height. |
color | Fog color. |
colorMode | Fog color mode. |
denoisingMode | Controls which denoising technique to use for the volumetric effect. |
depthExtent | Sets the distance (in meters) from the Camera's Near Clipping Plane to the back of the Camera's volumetric lighting buffer. The lower the distance is, the higher the fog quality is. |
directionalLightsOnly | Indicates whether Unity includes or excludes non-directional light types when it evaluates the volumetric fog. Including non-directional lights increases the resource intensity of the effect. |
enableVolumetricFog | Enable volumetric fog. |
enabled | Enable fog. |
globalLightProbeDimmer | Multiplier for global illumination (APV or ambient probe). |
m_ResolutionDepthRatio | Controls how Unity shares resources between Screen (XY) and Depth (Z) resolutions. |
maxFogDistance | Maximum fog distance. |
maximumHeight | Height fog maximum height. |
meanFreePath | Fog mean free path. |
mipFogFar | Sets the distance at which HDRP uses the maximum mip image of the blurred sky texture as the fog color. |
mipFogMaxMip | Controls the maximum mip map HDRP uses for mip fog (0 is the lowest mip and 1 is the highest mip). |
mipFogNear | Sets the distance at which HDRP uses the minimum mip image of the blurred sky texture as the fog color. |
screenResolutionPercentage | Stores the resolution of the volumetric buffer (3D texture) along the x-axis and y-axis relative to the resolution of the screen. |
sliceDistributionUniformity | Controls the distribution of slices along the Camera's focal axis. 0 is exponential distribution and 1 is linear distribution. |
tint | Specifies the tint of the fog when using Sky Color. |
volumeSliceCount | Number of slices of the volumetric buffer (3D texture) along the camera's focal axis. |
Properties
Name | Description |
---|---|
fogControlMode | Controls which method to use to control the performance and quality of the volumetric fog. |
resolutionDepthRatio | Controls how Unity shares resources between Screen (XY) and Depth (Z) resolutions. |
volumetricFogBudget | Defines the performance to quality ratio of the volumetric fog. A value of 0 being the least resource-intensive and a value of 1 being the highest quality. |