OptionalisInternalConstructor: booleanDensity of the global fog.
Scales the extinction rate of the global fog. Values larger than 1 causes fog to absorb more light.
Height in world space (along Y direction) at which the global (scene-wide) fog starts. In meters.
Determines how much the fog density decreases with height.
If enabled, volumetric lighting effects will be simulated. This means lights will interact with participating medium such as dust or steam. User can customize the participating medium density in order to control the effect.
Determines if non-volumetric fog should be rendered outside the volumetric lighting range. This results in less jarring transition when volumetric global fog ends.
Color to apply to non-volumetric fog in-scattering. This should generally be as close as possible to the sky color, to make the fog look similar to the volumetric fog.
Limits the maximum opacity of the non-volumetric fog. If less than 1 this means the points behind the fog will always be visible (more visible the less the value is), regardless of fog density or depth.
Determines the predominant direction that incoming light scatters towards. 0 means that light will scatter equally in all directions, values closer to 1 scatter towards the light direction, and values closer to -1 scatter in the direction opposite of the light. In order to have volumetric light shafts value should be closer to 0.
Various options that control volumetric lighting for a specific scene.