Env fog controller

env_fog_controller
是一个存在于所有的 起源 游戏的点实体。 它定义了整个地图的雾气效果。

SetFogController
input.In , multiple
env_fog_controller
s may be used in conjunction with fog_volumes to create different fog effects where needed. In addition, an env_fog_controller
can be set as the Master fog controller under flags, in cases where a fog_volume
is not tied to any specific env_fog_controller
, or if no fog_volume
is used in a region.

- 在新一轮中,它不会故意将自己重置为其默认属性(包括位置)。
解决方案:如果这是一个问题,你可以采用 logic_auto 实体模拟重置它。
- 通过
Kill
杀死它会永远移除它,因为它不会在新一轮重生。 - 它不能用 point_template 生成。
- 把这个实体与非保留实体绑定可能会导致不良影响。
Adding fog to a map can cause/require changes to the lighting for realism. Light is scattered and absorbed as it passes through fog. The denser the fog, the greater the effect:
- Falloff - (or attenuation) is the rate at which light intensity decreases over distance. Falloff distance decreases as fog gets thicker.
- Tyndall effects - can be seen when the fog particles reflect light toward the viewer. Halos and light beams become more visible as fog gets thicker.
- Diffused Lighting - the boundary-line between light and shadow becomes more blurred (diffuse) as fog gets thicker. See Lightmap Scale and shadow_control's "distance" parameter.
Older Source games render fog as a plane a certain distance away from the camera. This method is bad, as rotating the camera will strengthen or weaken the apparent amount of fog in a particular spot, even though the viewer hasn't moved at all. In Left 4 Dead[证实] onward, this is fixed by implementing a new radial method which is independent from the viewing angle.

env_fog_controller
settings.Flags
- 1: Master - If multiple
env_fog_controller
s are active, this one will always take priority.
Keyvalues
- Fog Start (fogstart) ([todo internal name (i)]) <浮点型 >
- How far away from the viewer the fog should start.
- Fog End (fogend) ([todo internal name (i)]) <浮点型 >
- How far away from the viewer the fog reaches Fog Max Density.
- Fog Max Density (fogmaxdensity) ([todo internal name (i)]) <浮点型 >
- Maximum density the fog may reach. Expressed as a decimal percent, so for 45% put 0.45.
- Far Z Clip Plane (farz) ([todo internal name (i)]) <整数 >
- Anything beyond this distance in world units will not be rendered. This should be higher than Fog End. If this is used, Fog Max Density should be set to
1
otherwise the void may be visible.
- Secondary Fog Color (fogcolor2) ([todo internal name (i)]) <color255 >
- Secondary Fog Color. If Fog Blend is disabled, this color will never appear.
- Fog Blend (fogblend) ([todo internal name (i)]) <布尔值 >
- Enables color blending between Primary Fog Color and Secondary Fog Color. When the viewer looks in the Primary Fog Direction, fog will appear as the Primary color. When looking away from the specified direction, fog appears as the Secondary color. If the camera is not pointed directly at or away from the direction, a blend of the two colors will result. Sunlight with a Yaw of 45 degrees and a Pitch of -45 degrees could be enhanced using a Primary Fog Direction of "-1 -1 1", a Primary Fog Color of "120 110 100" and a Secondary Fog Color of "80 70 60".
- Primary Fog Direction (fogdir) ([todo internal name (i)]) <向量 >
- A vector (given by three space-separated numbers X Y Z) which the viewer camera is checked against to figure out the blend between the primary and secondary fog colors.
- Use Angles for Fog Dir (use_angles) ([todo internal name (i)]) <布尔值 >
- Use Pitch Yaw Roll for the Fog Blend direction instead of Primary Fog Direction. There isn't much use for this unless you want the direction to rotate.
- Interpolate time (foglerptime) ([todo internal name (i)]) <浮点型 >
- Fade time for the
StartFogTransition
input.
- HDR Color Scale (HDRColorScale) ([todo internal name (i)]) <浮点型 > (存在于自
以来)
- Multiplier for fog color when in HDR mode.
- Zoom Fog Scale (ZoomFogScale) ([todo internal name (i)]) <浮点型 > (存在于自
以来)
- Scalar for fog start and end distances when the player is looking through a gun's scope (e.g. AWP).
- 最低 / 最高 DX 水平 (mindxlevel / maxdxlevel) <integer choices > (被移除于
以来)
- 如果引擎在给定的 DirectX Versions 版本范围之外运行,该实体将不存在。
选择 警告:If these are used, the object may break when the user switches their DirectX settings.[missing string]
- 0 - 默认(无界线)
- 60 - DirectX 6 (不存在于FGD! for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;
only) 不存在于FGD!
- 95 - DirectX 9 Shader Model 3 (存在于自
以来)
- 98 - Xbox 360 上的 DirectX 9 Shader Model 3 (
only) 不存在于FGD!
- 最低/最高效果细节等级 (mincpulevel / maxcpulevel) <integer choices > (存在于自
以来)
- 不要为效果细节等级超出最低或最高限度的玩家渲染。
选择 - 0: 默认 ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: 低
- 2: 中
- 3: 高
- 0: 默认 ("Low" for
- 最低/最高着色器细节等级 (mingpulevel / maxgpulevel) <integer choices > (存在于自
以来)
- 不要为着色器细节等级超出最低或最高限度的玩家渲染。
选择 - 0: 默认 ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: 低
- 2: 中
- 3: 高
- 4: 非常高
参见: cpu_level / gpu_level convars- 0: 默认 ("Low" for
Inputs
- TurnOn
- Turns the fog on.
- TurnOff
- Turns the fog off.
- SetStartDist <浮点型 >
- Sets the Fog Start distance.
- SetEndDist <浮点型 >
- Sets the Fog End distance.
- SetColor <color255 >
- Sets the Primary Fog Color.
- SetColorSecondary <color255 >
- Sets the Secondary Fog Color.
- SetFarZ <整数 >
- Sets the Far Z Clip Plane distance.
- SetAngles <angles >
- Sets the angles to use for the Primary Fog Direction.
- Set2DSkyboxFogFactor <浮点型 > (存在于自
以来)
- Set the current amount of fog to blend into the 2D skybox. Expressed as a decimal percent, so for 45% put 0.45.
only.
- SetZoomFogScale <浮点型 > (存在于自
以来)
- Sets the Zoom Fog Scale.
- SetColorLerpTo <color255 > (存在于自
以来)
- Stores a value for Primary Fog Color that is set once the
StartFogTransition
input fires.
- SetColorSecondaryLerpTo <color255 > (存在于自
以来)
- Stores a value for Secondary Fog Color that is set once the
StartFogTransition
input fires.
- SetStartDistLerpTo <浮点型 > (存在于自
以来)
- Stores a value for Fog Start that is set once the
StartFogTransition
input fires.
- SetEndDistLerpTo <浮点型 > (存在于自
以来)
- Stores a value for Fog End that is set once the
StartFogTransition
input fires.
- SetMaxDensityLerpTo <浮点型 > (存在于自
以来)
- Stores a value for Fog Max Density that is set once the
StartFogTransition
input fires. This one does not have any non-"LerpTo" counterpart.
- Set2DSkyboxFogFactorLerpTo <浮点型 > (存在于自
以来)
- Set the current amount of fog to blend into the 2D skybox. Expressed as a decimal percent, so for 45% put 0.45. This will only change once the
StartFogTransition
input fires.only.
- StartFogTransition (存在于自
以来)
- When fired, the fog fades to any new values sent through the "
LerpTo
" inputs. Fade time is determined by the Interpolate time keyvalue.


