DistanceFog
DistanceFog
- color : bevy_color::color::Color
- directional_light_color : bevy_color::color::Color
- directional_light_exponent : f32
- falloff : bevy_pbr::fog::FogFalloff
Description
Configures the “classic” computer graphics distance fog effect, in which objects appear progressively more covered in atmospheric haze the further away they are from the camera. Affects meshes rendered via the PBR
StandardMaterial
.Falloff
The rate at which fog intensity increases with distance is controlled by the falloff mode. Currently, the following fog falloff modes are supported:
- [
FogFalloff::Linear
]- [
FogFalloff::Exponential
]- [
FogFalloff::ExponentialSquared
]- [
FogFalloff::Atmospheric
]Example
# use bevy_ecs::prelude::*; # use bevy_render::prelude::*; # use bevy_core_pipeline::prelude::*; # use bevy_pbr::prelude::*; # use bevy_color::Color; # fn system(mut commands: Commands) { commands.spawn(( // Setup your camera as usual Camera3d::default(), // Add fog to the same entity DistanceFog { color: Color::WHITE, falloff: FogFalloff::Exponential { density: 1e-3 }, ..Default::default() }, )); # } # bevy_ecs::system::assert_is_system(system);
Material Override
Once enabled for a specific camera, the fog effect can also be disabled for individual
StandardMaterial
instances via thefog_enabled
flag.