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KF2-Dev-Scripts/Engine/Classes/ExponentialHeightFogComponent.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ExponentialHeightFogComponent extends ActorComponent
native(FogVolume)
collapsecategories
hidecategories(Object)
editinlinenew;
/** True if the fog is enabled. */
var() const bool bEnabled;
/** z-height for the fog plane - updated by the owning actor */
var const float FogHeight;
/** Global density factor. */
var() const interp float FogDensity;
/**
* Height density factor, controls how the density increases as height decreases.
* Smaller values make the visible transition larger.
*/
var() const interp float FogHeightFalloff;
/**
* Maximum opacity of the fog.
* A value of 1 means the fog can become fully opaque at a distance and replace scene color completely,
* A value of 0 means the fog color will not be factored in at all.
*/
var() const interp float FogMaxOpacity;
/** Distance from the camera that the fog will start, in world units. */
var() const interp float StartDistance;
/**
* LightInscatteringColor is used in the direction of the dominant directional light, and OppositeLightColor is used in the opposite direction.
* LightTerminatorAngle is the angle in degrees from the dominant directional light that an even amount of OppositeLightColor and LightInscatteringColor are used for the final fog color.
* If there is no dominant directional light enabled, LightInscatteringColor will correspond to up in world space.
*/
var() const interp float LightTerminatorAngle;
/** Scales OppositeLightColor. */
var() const interp float OppositeLightBrightness;
/** Fog Color used for the opposite direction from the dominant directional light. */
var() const interp color OppositeLightColor;
/** Scales LightInscatteringColor. */
var() const interp float LightInscatteringBrightness;
/** Fog Color used for the direction of the dominant directional light. */
var() const interp color LightInscatteringColor;
cpptext
{
protected:
// ActorComponent interface.
virtual void SetParentToWorld(const FMatrix& ParentToWorld);
virtual void Attach();
virtual void UpdateTransform();
virtual void Detach( UBOOL bWillReattach = FALSE );
public:
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
}
/**
* Changes the enabled state of the height fog component.
* @param bSetEnabled - The new value for bEnabled.
*/
final native function SetEnabled(bool bSetEnabled);
defaultproperties
{
TickGroup=TG_DuringAsyncWork
bEnabled=TRUE
FogDensity=0.02
FogHeightFalloff=0.2
FogMaxOpacity=1
StartDistance=0
LightTerminatorAngle=45
OppositeLightBrightness=.2
OppositeLightColor=(R=177,G=208,B=255)
LightInscatteringBrightness=1
LightInscatteringColor=(R=245,G=212,B=41)
}