class in UnityEngine
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Inherits from:Object
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Implemented in:UnityEngine.CoreModule
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Close Your name Your email Suggestion* DescriptionThe Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light.
The properties of the Render Settings class can be adjusted both in the Unity Editor through the Lighting Window and using scripts at runtime.
The Render Settings values are stored inside a scene, so changing the properties of this class will change the scene asset as well.
When multiple scenes are loaded at a time, Unity uses the Render Settings from the active scene.
The example below describes a component creating an axis-aligned zone that changes the color of the fog as the camera moves toward the zone. Additional resources: The Lighting window.
using UnityEngine;Inherited Members Properties Property Description hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.public class FogZone : MonoBehaviour { public Camera mainCamera; public Vector3 zoneCenter = Vector3.zero; public Vector3 zoneSize = new Vector3(10, 10, 10); public Color fogColorInside = Color.red; public Color fogColorOutside = Color.white; public float transitionRadius = 5.0f;
Bounds zoneBounds;
void Start() { // Create a bounds object based on the center and size of the zone zoneBounds = new Bounds(zoneCenter, zoneSize); }
void Update() { if (mainCamera == null) return;
// Calculate the closest point on the box to the camera Vector3 closestPoint = zoneBounds.ClosestPoint(mainCamera.transform.position); float distanceToZone = Vector3.Distance(mainCamera.transform.position, closestPoint);
// Determine the interpolation factor based on the transition radius float t = Mathf.Clamp01(distanceToZone / transitionRadius);
// Interpolate between the inside and outside fog colors RenderSettings.fogColor = Color.Lerp(fogColorInside, fogColorOutside, t); } }
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