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fog.ron

How the fog of war looks. Read by the game client only: a change here changes how it looks or sounds, never how it plays.

File: assets/data/fog.ron

How the fog of war looks (crates/client/src/fog.rs, assets/shaders/world.wesl). Only the look: which zombies, players and items are drawn at all is the client’s own rule and isn’t changed here. Every field is optional; one left out takes the value shown.

The file is one FogLook.

How the fog of war looks: fog.ron in the data folder (each field described there; one left out takes its default, no file at all the shipped one).

Field Type What it is
behind f32 Ground you have a line of sight to, but behind you, is this far from “out of sight” (0) to “in plain view” (1). 1 = no view cone at all; lower makes the cone stand out more.
cone_full f32 The cone, in degrees off the way you face: in full view inside cone_full, easing to behind by cone_behind. (Tiredness narrows both.)
cone_behind f32
close_radius f32 Right round you everything in sight is in full view, behind you too: wholly so within close_radius metres, easing into the cone over the next close_fade metres (so there is no ring round the player).
close_fade f32
range_fade_from f32 The far end of your sight fades out from this share of the sight range to all of it.
unseen_day Unseen What is out of sight, by day and at night (in between follows the daylight): tint its colour cast, dark how much darker it is (0 = as bright as what you see, 1 = black), colour how much of its colour it keeps (0 = grey, 1 = all).
unseen_night Unseen
other_rooms f32 Rooms other than the one you are in (every room, from outdoors): how much of what you have a line of sight to in them shows, through a doorway or a window. 0 = they are always dark, and nobody and nothing in them is drawn; 1 = sight alone decides. (This one is not only a look: zombies, survivors and items in such a room are drawn by it too.)
roofs_seen f32 How far roofs are kept out of the sight shadows by day (1 = a roof is never shadowed).

What is out of sight: its colour cast, how much darker it is (0..1) and how much of its colour it keeps (0 grey, 1 all).

Field Type What it is
tint (f32, f32, f32)
dark f32
colour f32
The whole file as shipped
// How the fog of war looks (crates/client/src/fog.rs, assets/shaders/world.wesl). Only the look:
// which zombies, players and items are drawn at all is the client's own rule and isn't changed
// here. Every field is optional; one left out takes the value shown.
(
// Ground you have a line of sight to, but behind you, is this far from "out of sight" (0) to
// "in plain view" (1). 1 = no view cone at all; lower makes the cone stand out more.
behind: 0.5,
// The cone, in degrees off the way you face: in full view inside `cone_full`, easing to
// `behind` by `cone_behind`. (Tiredness narrows both.)
cone_full: 60.0,
cone_behind: 125.0,
// Right round you everything in sight is in full view, behind you too: wholly so within
// `close_radius` metres, easing into the cone over the next `close_fade` metres (so there is
// no ring round the player).
close_radius: 1.0,
close_fade: 4.0,
// The far end of your sight fades out from this share of the sight range to all of it.
range_fade_from: 0.5,
// What is out of sight, by day and at night (in between follows the daylight): `tint` its
// colour cast, `dark` how much darker it is (0 = as bright as what you see, 1 = black),
// `colour` how much of its colour it keeps (0 = grey, 1 = all).
unseen_day: (tint: (0.94, 0.9, 0.84), dark: 0.4, colour: 0.85),
unseen_night: (tint: (0.5, 0.58, 0.8), dark: 0.7, colour: 0.3),
// Rooms other than the one you are in (every room, from outdoors): how much of what you have a
// line of sight to in them shows, through a doorway or a window. 0 = they are always dark, and
// nobody and nothing in them is drawn; 1 = sight alone decides. (This one is not only a look:
// zombies, survivors and items in such a room are drawn by it too.)
other_rooms: 0.0,
// Roofs by day: how far they are kept out of the shadows of what you can't see (1 = a roof is
// never shadowed, 0 = shadowed like the ground). At night roofs go dark with the rest.
roofs_seen: 1.0,
)