Table of Contents

Rendering Options


The FOW Rendering Options group of the Fog Of War World inspector — everything that controls how the fog is drawn. It contains three sub-groups: General Rendering Options, Fog Appearance, and FOW Extra Rendering Options. Labels match the inspector; the code field name is noted where it differs.

General Rendering Options

Property Type Range Description
Fog Type enum Hard / Soft Hard fog has crisp edges; Soft fog blurs sight-segment edges into a gradient. See Hard & Soft Fog.
Revealer Extra Sight Distance float -1 → 1 Lets fog expand slightly past its actual vision radius to prevent Z-fighting. Use negative values to prevent unwanted bleeding (e.g. with pixelated or low-res texture fog). Code: SightExtraAmount.
Max Fog Distance float 0 → 10000 The maximum distance from the camera at which fog is rendered.

Soft Fog Options

Shown when Fog Type is Soft.

Property Type Range Description
Soft Fog Fade Mode enum Linear / Exponential / Smooth / Smoother / Smooth Step Falloff curve for soft fog. Code: FogFade.
Fade Exponent float (Exponential only) Curve power. Code: FogFadePower.
Revealer Combination Mode enum Maximum / Additive How overlapping revealers combine. Additive adds opacities; Maximum takes the strongest. Code: BlendType.
Use Dithering? bool Uses a dither pattern instead of true opacity. Code: UseDithering.
Dithering Size float Size of the dither pattern (shown when dithering is on). Code: DitherSize.
Revealer Extra Sight Distance Softening float 0 → 1 Softens the extra sight distance edge. Code: EdgeSoftenDistance.

Dithered fog Use Dithering?

Fog Appearance

See Fog Appearance for a conceptual overview.

Property Type Default Description
Fog Shader enum Solid Color The render style: Solid Color, Gray Scale, Blur, Texture Color, Outline, None, or Custom. Change at runtime with SetFowAppearance. Code: FogAppearance.
Fow Color Color (0.35, 0.35, 0.35) The fog color (shown unless Fog Shader is None). RGB sets the tint; alpha controls opacity. For Gray Scale/Blur it acts as a color pre-multiplier.

Fog Appearance dropdown

Note

In the current version, the Outline look is labelled "Temporarily non-functional" in the inspector while it is being reworked.

Gray Scale

Property Type Range Description
Unknown Area Saturation Strength float 0 → 1 How strongly color is removed in unexplored areas. Code: SaturationStrength.

Blur

Property Type Range Description
Unknown Area Blur Strength float -1 → 1 Blur intensity. Code: BlurStrength.
Min Screen Percent float 0 → 2 Minimum screen-space blur offset. Code: BlurDistanceScreenPercentMin.
Max Screen Percent float 0 → 2 Maximum screen-space blur offset. Code: BlurDistanceScreenPercentMax.
Num Blur Samples int 6 → 18 Number of blur samples (higher = smoother, more expensive). Code: BlurSamples.

Texture Color

Property Type Default Description
Fog Of War Texture Texture2D Texture used to render the fog. Code: FogTexture.
Use Triplanar Sampling? bool true Triplanar projection for the texture (3D). Disable for single-axis projection. Code: UseTriplanar.
Texture Tiling Vector2 (1, 1) Texture tiling scale. Code: FogTextureTiling.
Texture Scroll Speed Vector2 (1, 1) Texture scroll animation speed. Code: FogScrollSpeed.

Outline

Property Type Default Description
Outline Thickness float 0.1 Thickness of the outline drawn at the fog boundary. Code: OutlineThickness.

Custom

The Custom look runs your own HLSL shader. See Custom Fog Shader.

FOW Extra Rendering Options

Pixelation

Property Type Default Description
Pixelate Fog? bool false Quantizes the fog into pixel blocks. Code: PixelateFog.
Use World Space? bool false Pixelate in world space instead of revealer-local space. Code: WorldSpacePixelate.
Pixel Density float 2 Pixel size (higher = finer).
Round Revealer Position? bool false Snap revealers to the pixel grid. Code: RoundRevealerPosition.
Pixel Grid Offset Vector2 (0, 0) Offset of the pixel grid.

Pixelated fog

See Pixelation & Dithering.

World Bounds Darkening

Property Type Range Description
Darken Out-Of-World-Bounds Area? bool Renders everything outside the bounds as solid black. Code: UseWorldBounds.
World Bounds Soften Distance float 0 → 5 Softens the boundary edge of the black-out. Code: WorldBoundsSoftenDistance.
World Bounds Influence float 0 → 1 How strongly the black-out is applied. Code: WorldBoundsInfluence.

The bounds volume itself (center / extents) is set under Bounds. See World Bounds.

World Bounds black-out

Other

Property Type Default Description
Invert Fow Effect? bool false Inverts the fog mask (fogs the seen areas instead of the unseen areas). Code: InvertFowEffect.
Add Slight Arc Leaking? bool false Allows fog to leak slightly past obstacle edges in an arc shape. Works with soft fog. Code: AllowBleeding.

Add Slight Arc Leaking