Table of Contents

Revealers


Every setting on the Fog Of War Revealer 3D / Fog Of War Revealer 2D components, grouped by inspector section. For how to add a revealer, see Getting Started: Revealers.

Vision Range Settings

Property Type Default Description
View Radius float 15 How far the revealer can see.
Soften Distance float 3 Softens the outer edge of the view radius (soft fog).
Inner Soften Angle float (0–60) 5 Softens the inner edge of the view cone.
Unobscured Radius float 1 A radius that is always lit, even outside the view angle or behind obstacles.
Unobscured Soften Distance float 0.25 Softens the edge of the unobscured radius.
Vision Height float 3 How high the revealer can see (3D).
Vision Height Soften Distance float 1.5 Softens the top edge of the vision height.

The Unobscured Radius is always lit, even behind obstacles:

Unobscured Radius = 1
Unobscured Radius = 1
Unobscured Radius = 2
Unobscured Radius = 2

Revealer vision height Vision Height

Customization Settings

Property Type Default Description
View Angle float (1–360) 360 The cone angle the revealer sees within.
Opacity float (0–1) 1 How strongly this revealer clears the fog.
Eye Offset float 0 Height above the object that sight is calculated from.
Shader Eye Offset float 0 A shader-only offset for the height at which vision height is evaluated.
Start Revealer As Static bool false Spawns the revealer as static (calculates once, then stops).

View Angle sets the width of the vision cone:

View Angle = 360
View Angle = 360
View Angle = 90
View Angle = 90

Revealer opacity = 0.5 Revealer opacity = 0.5

Hider Settings

Property Type Default Description
Reveal Hider In Fade Out Zone Percentage float (0–1) 0.5 How deep into the soften zone a hider must be to count as revealed (e.g. 0.5 = at least 50% opacity).
Max Hiders Sampled Per Frame int 50 Maximum hiders this revealer tests per frame.
Set Hider Ray Origin To Hiders Height bool false Starts the hider visibility ray at the hider's height.
Set Hider Ray Destination To Revealers Height bool true Ends the hider visibility ray at this revealer's height.

Occlusion Settings

Property Type Default Description
Use Occlusion bool true Whether obstacles block vision. Disable for very cheap, non-blocking revealers.
Add Corners bool true Adds object corners as sight segments. Disabling skips "inside" edges, allowing bleeding between visible corners.
Obstacle Mask LayerMask The collider layers that block vision.
Occlusion Quality enum High Resolution Quality preset for raycast accuracy. See Occlusion Quality.

Add Corners controls whether object corners are added as sight segments — disabling it allows vision to bleed between an object's visible corners:

Add Corners = on
Add Corners = on
Add Corners = off
Add Corners = off

Setting Occlusion Quality to Custom exposes the underlying raycast tuning fields (Raycast Resolution, Num Extra Iterations, Resolve Edge, and more) — documented in Occlusion Quality.

Scripting

All of these settings are exposed as runtime properties. See the Revealer API.