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. |