Taos API Reference
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    Class VolumetricFogPass

    Froxel volumetric fog (render-graph version). A view-aligned 3D grid is filled with participating-media density (global height fog + local box volumes) and sun in-scattering (HG phase × cascade shadow + ambient), integrated front-to- back into per-froxel scattering + transmittance, then composited over the HDR scene. Reuses the deferred lighting pass's persistent camera/light uniforms so the sun shafts line up with the lit scene. Register AFTER DeferredLightingFeature.

    Hierarchy (View Summary)

    Index

    Properties

    name: "VolumetricFogPass" = 'VolumetricFogPass'

    Human-readable identifier used in graph node labels and error messages.

    density: number = 0.006

    Base media density of the global fog layer (at/below heightRef). Optical depth across the volume ≈ density · extinction · range, so for a ~300-unit range keep this in the low thousandths for fog that reads without fully hiding distant geometry.

    extinction: number = 1.0

    Extinction per unit density (absorption + out-scatter).

    scatterColor: [number, number, number] = ...

    Global single-scatter albedo / fog tint. Near-neutral with a faint cool cast — fog in-scatter is mildly blue-shifted (Rayleigh-like), but keep it close to white so the fog reads as haze rather than colored paint; use a local FogVolume color for deliberately tinted fog.

    anisotropy: number = 0.45

    Henyey-Greenstein anisotropy for the sun phase (0 = isotropic, →1 forward).

    ambient: [number, number, number] = ...

    Ambient in-scatter so shadowed fog isn't pure black.

    heightFalloff: number = 0.0

    Vertical density falloff (1 / scale-height); 0 = uniform with height.

    heightRef: number = 0.0

    World-Y of the densest fog (where the height falloff is anchored).

    maxDistance: number = 0

    Far bound of the fog volume in world units; 0 = use the camera far plane. Capping below the far plane packs the froxel Z slices into the near range where fog reads, raising effective resolution.

    Methods