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
About this file
Section titled “About this file”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.
Fields
Section titled “Fields”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). |
Unseen
Section titled “Unseen”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 file
Section titled “The file”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,)