# fog.ron

> How the fog of war looks.

<!-- Generated by `zombye-server --docs`. Do not edit: change the game and generate again. -->

**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

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

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`

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

<details>
<summary>The whole file as shipped</summary>

```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.
(
    // 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,
)
```

</details>