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+/*************************************************************************/
+/* fog_material.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FOG_MATERIAL_H
+#define FOG_MATERIAL_H
+
+#include "scene/resources/material.h"
+
+class FogMaterial : public Material {
+ GDCLASS(FogMaterial, Material);
+
+private:
+ float density = 1.0;
+ Color albedo = Color(1, 1, 1, 1);
+ Color emission = Color(0, 0, 0, 0);
+
+ float height_falloff = 0.0;
+
+ float edge_fade = 0.1;
+
+ Ref<Texture3D> density_texture;
+
+ static Mutex shader_mutex;
+ static RID shader;
+ static void _update_shader();
+ mutable bool shader_set = false;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_density(float p_density);
+ float get_density() const;
+
+ void set_albedo(Color p_color);
+ Color get_albedo() const;
+
+ void set_emission(Color p_color);
+ Color get_emission() const;
+
+ void set_height_falloff(float p_falloff);
+ float get_height_falloff() const;
+
+ void set_edge_fade(float p_edge_fade);
+ float get_edge_fade() const;
+
+ void set_density_texture(const Ref<Texture3D> &p_texture);
+ Ref<Texture3D> get_density_texture() const;
+
+ virtual Shader::Mode get_shader_mode() const override;
+ virtual RID get_shader_rid() const override;
+ virtual RID get_rid() const override;
+
+ static void cleanup_shader();
+
+ FogMaterial();
+ virtual ~FogMaterial();
+};
+
+#endif // FOG_MATERIAL_H