SOFT_LAYERED_FOG

THE BOX'S MAIN HELP:
This impliments the soft layered fog volume shader.
FOG  is the color of the fog.
DEN  is the maximum opacity of the fog.
BASE is the Y coordinate in world space for the bottom of the fog.
HGT  is the Y coordinate in world space for the top of the fog.
BEG  is the beginning of the fog.
END  maximum opacity of the fog is reached at this distance.
RAYS attenuate light rays?

FOG (input):
This must be a color.  The default is WHITE.
This controls the color of the fog.

DEN (input):
This must be a scalar.  The default is 1.0, totally opaque at END.
This is the maximum opacity of the fog.

BASE (input):
This must be a scalar.  The default is -2.0.
This is the Y coordinate in world space for the bottom of the fog.
The fog density fades off top to bottom, following a Poisson 
distribution, and is at its most opaque halfway between BASE and HGT.

HGT (input):
This must be a scalar.  The default is 2.0.
This is the Y coordinate in world space for the top of the fog.
The fog density fades off top to bottom, following a Poisson 
distribution, and is at its most opaque halfway between BASE and HGT.

BEG (input):
This must be a scalar.  The default is 1.0.
This is the distance from the camera postion where the fog begins.
The fog density is linearly interpolated between totally transparent
at BEG to the maximum value set by OPAC at END.

END (input):
This must be a scalar.  The default is 3000.0.
This is the distance from the camera postion
at which the maximum opacity of the fog is reached.
The fog density is linearly interpolated between totally transparent
at BEG to the maximum value set by DEN at END.

RAYS (input):
This is a boolean flag.  
Do you want lights rays attenuated as well?
The default is miTRUE.

OUT (output):
This returns layered fog.

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