Table of Contents

Texture Options


The FOW Texture Options group of the Fog Of War World inspector. These appear when Force Render Fow Texture is enabled or Fog Sample Mode is Texture Storage. Labels match the inspector; the code field name is noted where it differs.

Note

Anything that uses the fog texture (the minimap, Texture Storage sampling, regrow) also requires Bounds to be defined.

Fog Texture

Property Type Range Description
Force Render Fow Texture (For Mini-Map) bool Forces the fog render texture to be generated, for the minimap. Code: UseMiniMap.
Texture Resolution X int 128 → 4096 Fog texture width. Code: FowResX.
Texture Resolution Y int 128 → 4096 Fog texture height. Code: FowResY.

Hider Sampling

Property Type Range Description
Hiders use Fog Texture? bool When true, hiders are revealed by sampling the fog texture instead of a revealer's direct line of sight. Code: HidersUseFogTexture.
Hider Seen Threshold for Fog Texture float 0 → 1 The fog-texture value at which a hider counts as seen. Code: HiderSeenThreshold.
Enable Async Readback Of Fog Texture? bool Reads the fog texture back to the CPU asynchronously, making CPU fog sampling much faster. Keep this on if you sample the fog texture from code frequently. Code: AsyncReadbackFogDataToCpu.

Fog Regrow / Memory

See Fog Regrow & Fading for a conceptual overview.

Property Type Range Description
Use Fog Regrow/Memory? bool Explored areas gradually return to fog after revealers leave. Code: UseRegrow.
Gradually Fade In Revealer? bool Newly revealed areas fade in over time instead of popping. Code: RevealerFadeIn.
Revealer Fade In Speed float 0 → 10 Speed of the fade-in. Code: RevealerFadeInSpeed.
Gradually Fade Out Revealer? bool Areas a revealer leaves fade out over time. Code: RevealerFadeOut.
Revealer Fade Out Speed float 0 → 10 Speed of the fade-out. Code: RevealerFadeOutSpeed.
Initial Fog Exploration Amount float 0 → 1 How explored the world is at startup (0 = fully fogged). Code: InitialFogExplorationValue.
Explored Fog Retention float 0 → 1 How much previously-explored fog is retained, so explored areas stay partially remembered rather than fully regrowing. Code: MaxFogRegrowAmount.