pub struct FogVolume {
pub fog_color: Color,
pub density_factor: f32,
pub density_texture: Option<Handle<Image>>,
pub density_texture_offset: Vec3,
pub absorption: f32,
pub scattering: f32,
pub scattering_asymmetry: f32,
pub light_tint: Color,
pub light_intensity: f32,
}
Fields§
§fog_color: Color
The color of the fog.
Note that the fog must be lit by a VolumetricLight
or ambient light
in order for this color to appear.
Defaults to white.
density_factor: f32
The density of fog, which measures how dark the fog is.
The default value is 0.1.
density_texture: Option<Handle<Image>>
Optional 3D voxel density texture for the fog.
density_texture_offset: Vec3
Configurable offset of the density texture in UVW coordinates.
This can be used to scroll a repeating density texture in a direction over time
to create effects like fog moving in the wind. Make sure to configure the texture
to use ImageAddressMode::Repeat
if this is your intention.
Has no effect when no density texture is present.
The default value is (0, 0, 0).
absorption: f32
The absorption coefficient, which measures what fraction of light is absorbed by the fog at each step.
Increasing this value makes the fog darker.
The default value is 0.3.
scattering: f32
The scattering coefficient, which measures the fraction of light that’s scattered toward, and away from, the viewer.
The default value is 0.3.
scattering_asymmetry: f32
Measures the fraction of light that’s scattered toward the camera, as opposed to away from the camera.
Increasing this value makes light shafts become more prominent when the camera is facing toward their source and less prominent when the camera is facing away. Essentially, a high value here means the light shafts will fade into view as the camera focuses on them and fade away when the camera is pointing away.
The default value is 0.8.
light_tint: Color
Applies a nonphysical color to the light.
This can be useful for artistic purposes but is nonphysical.
The default value is white.
light_intensity: f32
Scales the light by a fixed fraction.
This can be useful for artistic purposes but is nonphysical.
The default value is 1.0, which results in no adjustment.
Trait Implementations§
Source§impl Component for FogVolume
Required Components: Transform
, Visibility
.
impl Component for FogVolume
Required Components: Transform
, Visibility
.
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Read moreSource§impl FromReflect for FogVolume
impl FromReflect for FogVolume
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<FogVolume>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<FogVolume>
Self
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using,
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if that fails. Read moreSource§impl GetTypeRegistration for FogVolume
impl GetTypeRegistration for FogVolume
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fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl PartialReflect for FogVolume
impl PartialReflect for FogVolume
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Source§fn reflect_owned(self: Box<FogVolume>) -> ReflectOwned
fn reflect_owned(self: Box<FogVolume>) -> ReflectOwned
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self: Box<FogVolume>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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fn into_partial_reflect(self: Box<FogVolume>) -> Box<dyn PartialReflect>
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Source§impl Reflect for FogVolume
impl Reflect for FogVolume
Source§fn into_any(self: Box<FogVolume>) -> Box<dyn Any>
fn into_any(self: Box<FogVolume>) -> Box<dyn Any>
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
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fn into_reflect(self: Box<FogVolume>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
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Source§impl Struct for FogVolume
impl Struct for FogVolume
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is not available.Source§impl TypePath for FogVolume
impl TypePath for FogVolume
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impl Freeze for FogVolume
impl !RefUnwindSafe for FogVolume
impl Send for FogVolume
impl Sync for FogVolume
impl Unpin for FogVolume
impl !UnwindSafe for FogVolume
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