# Fog Settings¶

## use distant fog¶

Type: boolean True/False False

This setting overhauls the behavior of fog calculations.

Normally the fog start and end distance are proportional to the viewing distance and use the fog depth set in the fallback settings.

Enabling this setting separates the fog distance from the viewing distance and fallback settings and makes fog distance and apparent density dependent on the weather and the current location according to the settings below.

Unfortunately specific weather-dependent fog factor and offset parameters are currently hard-coded. They are based off the default settings of MGE XE.

Weather Type Fog Factor Offset
Clear 1.0 0.0
Cloudy 0.9 0.0
Foggy 0.2 0.3
Overcast 0.7 0.0
Rain 0.5 0.1
Thunderstorm 0.5 0.2
Ashstorm 0.2 0.5
Blight 0.2 0.6
Snow 0.5 0.4
Blizzard 0.16 0.7

Non-underwater fog start and end distance are calculated like this according to these parameters:

fog start distance = fog factor * (base fog start distance - fog offset * base fog end distance)
fog end distance = fog factor * (1.0 - fog offset) * base fog end distance


Underwater fog distance is used as-is.

A negative fog start distance means that the fog starts behind the camera so the entirety of the scene will be at least partially fogged.

A negative fog end distance means that the fog ends behind the camera so the entirety of the scene will be completely submerged in the fog.

Fog end distance should be larger than the fog start distance.

This setting and all further settings can only be configured by editing the settings configuration file.

## distant land fog start¶

Type: floating point The whole range of 32-bit floating point 16384 (2 cells)

This is the base fog start distance used for distant fog calculations in exterior locations.

## distant land fog end¶

Type: floating point The whole range of 32-bit floating point 40960 (5 cells)

This is the base fog end distance used for distant fog calculations in exterior locations.

## distant underwater fog start¶

Type: floating point The whole range of 32-bit floating point -4096

This is the base fog start distance used for distant fog calculations in underwater locations.

## distant underwater fog end¶

Type: floating point The whole range of 32-bit floating point 2457.6

This is the base fog end distance used for distant fog calculations in underwater locations.

## distant interior fog start¶

Type: floating point The whole range of 32-bit floating point 0

This is the base fog start distance used for distant fog calculations in interior locations.

## distant interior fog end¶

Type: floating point The whole range of 32-bit floating point 16384 (2 cells)

This is the base fog end distance used for distant fog calculations in interior locations.

Type: boolean True/False False

By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen. This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV. Note that the rendering will act as if you have ‘force shaders’ option enabled with this on, which means that shaders will be used to render all objects and the terrain.

## exponential fog¶

Type: boolean True/False False

Similar to “radial fog” but uses an exponential formula for the fog. Note that the rendering will act as if you have ‘force shaders’ option enabled with this on, which means that shaders will be used to render all objects and the terrain.

## sky blending¶

Type: boolean True/False False

Whether to use blending with the sky for everything that is close to the clipping plane. If enabled the clipping plane becomes invisible. Note that the rendering will act as if you have ‘force shaders’ option enabled with this on, which means that shaders will be used to render all objects and the terrain.

## sky blending start¶

Type: floating point from 0.0 (including) to 1.0 (excluding) 0.8

The fraction of the maximum distance at which blending with the sky starts.

## sky rtt resolution¶

Type: two positive integers 512 256

The sky RTT texture size, used only for sky blending. Smaller values reduce quality of the sky blending, but can have slightly better performance.