Fog

Blends the atmosphere to geometry far from the camera for horizon views. Allows for additional performance improvements by rendering less geometry and dispatching less terrain requests.
Demo:

成员(属性)

A scalar that determines the density of the fog. Terrain that is in full fog are culled. The density of the fog increases as this number approaches 1.0 and becomes less dense as it approaches zero. The more dense the fog is, the more aggressively the terrain is culled. For example, if the camera is a height of 1000.0m above the ellipsoid, increasing the value to 3.0e-3 will cause many tiles close to the viewer be culled. Decreasing the value will push the fog further from the viewer, but decrease performance as more of the terrain is rendered.
默认值: 0.0006
使用示例:
// Double the default fog density
viewer.scene.fog.density = 0.0012;

enabled : boolean

true if fog is enabled, false otherwise.
默认值: true
使用示例:
// Disable fog in the scene
viewer.scene.fog.enabled = false;

heightFalloff : number

Exponent factor used in the function to adjust how density changes based on the height of the camera above the ellipsoid. Smaller values produce a more gradual transition as camera height increases. Value must be greater than 0.
默认值: 0.59

heightScalar : number

A scalar used in the function to adjust density based on the height of the camera above the terrain.
默认值: 0.001

maxHeight : number

The maximum height fog is applied. If the camera is above this height fog will be disabled.
默认值: 800000.0

minimumBrightness : number

The minimum brightness of the fog color from lighting. A value of 0.0 can cause the fog to be completely black. A value of 1.0 will not affect the brightness at all.
默认值: 0.03

renderable : boolean

true if fog is renderable in shaders, false otherwise. This allows to benefits from optimized tile loading strategy based on fog density without the actual visual rendering.
默认值: true
使用示例:
// Use fog culling but don't render it
viewer.scene.fog.enabled = true;
viewer.scene.fog.renderable = false;

screenSpaceErrorFactor : number

A factor used to increase the screen space error of terrain tiles when they are partially in fog. The effect is to reduce the number of terrain tiles requested for rendering. If set to zero, the feature will be disabled. If the value is increased for mountainous regions, less tiles will need to be requested, but the terrain meshes near the horizon may be a noticeably lower resolution. If the value is increased in a relatively flat area, there will be little noticeable change on the horizon.
默认值: 2.0

visualDensityScalar : number

A scalar that impacts the visual density of fog. This value does not impact the culling of terrain. Use in combination with the Fog.density to make fog appear more or less dense.
默认值: 0.15
使用示例:
// Increase fog appearance effect
viewer.scene.fog.visualDensityScalar = 0.6;
Experimental

The value of this scalar may not be final and is subject to change.