RSX Code Reference
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    • rsx
    • VolumetricLightingSceneSettings

    Class VolumetricLightingSceneSettings

    Class that triggers an onDirty event when one of its members changes.

    Index
    • get globalFogDensity(): number

      Density of the global fog.

      Returns number

    • set globalFogDensity(value: number): void

      Parameters

      • value: number

      Returns void

    • get globalFogExtinctionScale(): number

      Scales the extinction rate of the global fog. Values larger than 1 causes fog to absorb more light.

      Returns number

    • set globalFogExtinctionScale(value: number): void

      Parameters

      • value: number

      Returns void

    • get globalFogHeight(): number

      Height in world space (along Y direction) at which the global (scene-wide) fog starts. In meters.

      Returns number

    • set globalFogHeight(value: number): void

      Parameters

      • value: number

      Returns void

    • get globalFogHeightFalloff(): number

      Determines how much the fog density decreases with height.

      Returns number

    • set globalFogHeightFalloff(value: number): void

      Parameters

      • value: number

      Returns void

    • get isEnabled(): boolean

      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.

      Returns boolean

    • set isEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get isNonVolumetricFogEnabled(): boolean

      Determines if non-volumetric fog should be rendered outside the volumetric lighting range. This results in less jarring transition when volumetric global fog ends.

      Returns boolean

    • set isNonVolumetricFogEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get nonVolumetricFogInScatteringColor(): Immutable<SRGBColor>

      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.

      Returns Immutable<SRGBColor>

    • set nonVolumetricFogInScatteringColor(value: Immutable<SRGBColor>): void

      Parameters

      Returns void

    • get nonVolumetricFogMaxOpacity(): number

      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.

      Returns number

    • set nonVolumetricFogMaxOpacity(value: number): void

      Parameters

      • value: number

      Returns void

    • get scatteringDistribution(): number

      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.

      Returns number

    • set scatteringDistribution(value: number): void

      Parameters

      • value: number

      Returns void

    • Allows modifying this object multiple times in a row in a scope, without marking the object dirty immediately. Dirty flags are accumulated and the object is marked dirty at the end.

      Parameters

      • action: () => void

        The scope where the object is modified.

      Returns void

    onDirty: Event<[dirtyFlags: EnumValue<ManagedSettingsDirtyFlag, number>]>

    Event that is triggered when a member changes.