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Fog & WispsFog User Manual

Fog User Manual

Setting up

Add Fog as a post-processing effect and point it at your scene’s sky — any Godot sky works, including a physically simulated one. It follows along automatically from there. It runs on both the Mobile and Forward+ renderers.

Controls

ControlWhat it does
DensityHow thick the fog is, and how far it can take a surface toward fully hidden.
Aerial perspectiveA blend from a fog colour of your choosing to the pure sky — the same control name you already know from Godot’s Environment.
Sky resolve with distanceNear geometry picks up a soft, hazy version of the sky; far geometry picks up a sharp one. That gradient is what makes distance read as air rather than as a filter.
Sky brightnessBrightens or darkens the sampled sky to line the fog up with your scene.
Sky rotationLines the fog up with your scene’s sky.
QualityTrades fidelity against cost.

Debug view

A debug view puts depth, distance, fog amount and sampled sky colour on screen while you tune.

Refreshing the sky

Fog reads a snapshot of your sky. It refreshes automatically when you change skies, but a sky that animates in place needs a manual refresh — one button, or one call from a script.

Sky projections

Three sky shaders, driven from a single panorama with an exposure control. They exist because a panorama mapped at infinity is wrong the moment your camera can move relative to it.

DomePuts the sky on a dome of a size and position you set, sitting on your ground plane. The sky has a place, so it parallaxes correctly as the camera moves through the world.
RoomPuts it on a box. Interior light and reflections through windows without capturing a cubemap.
HalfAn upper-hemisphere panorama, with the lower half progressively softened so it reads as haze instead of looking like the sky is transparent below the horizon.

These are deliberately minimal — projection helpers, not an atmospheric model. If you want physically simulated sky, use Godot’s and point Fog at it. They work together.

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