Table of Contents

Class FogMaterial

Namespace
Godot
Assembly
GodotSharp.dll

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

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

public class FogMaterial : Material, IDisposable
Inheritance
FogMaterial
Implements
Inherited Members

Constructors

FogMaterial()

public FogMaterial()

Properties

Albedo

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

public Color Albedo { get; set; }

Property Value

Color

Density

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.

Note: Due to limited precision, Density values between -0.001 and 0.001 (exclusive) act like 0.0. This does not apply to VolumetricFogDensity.

public float Density { get; set; }

Property Value

float

DensityTexture

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.

public Texture3D DensityTexture { get; set; }

Property Value

Texture3D

EdgeFade

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.

public float EdgeFade { get; set; }

Property Value

float

Emission

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.

public Color Emission { get; set; }

Property Value

Color

HeightFalloff

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.

public float HeightFalloff { get; set; }

Property Value

float

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool