The color of the ambient in-scattered light, which keeps the fog in shadowed areas visible. Defaults to white.
The intensity of the ambient in-scattered light. Defaults to 0.02.
The anisotropy of the scattering, 0-0.95 range. Larger values scatter more light forward, making the fog brighter when looking towards the light. Defaults to 0.6.
The fog density at the base height. Defaults to 0.01.
Whether the volumetric fog is enabled. Defaults to false.
The world space height at which the fog density starts to fall off. Below it the density is constant. Defaults to 0.
The exponential falloff of the fog density with height above the base height. Value of 0 makes the fog uniform. Defaults to 0.05.
The intensity of the light scattering. Defaults to 1.
The directional light providing the scattered light. The volumetric fog is only rendered when a directional light is specified - when null or when a different light type is assigned, the effect is disabled. Defaults to null.
The maximum world space distance the fog is raymarched to. Defaults to 300.
The resolution scale of the fog texture relative to the scene render target, 0.25-1 range. Defaults to 0.5.
The number of raymarching steps, 4-128 range. Higher values improve the quality at a higher performance cost. Defaults to 24.
The albedo of the fog. Defaults to white.
Properties related to volumetric fog, a raymarched height fog lit by a directional light. The fog samples the light's cascaded shadow map along each view ray, forming visible shafts of light. The raymarch runs at a reduced resolution and is blended into the scene before TAA, so when TAA is enabled, its noise is temporally resolved to a smooth result.