[Material] used with a [FogVolume] to draw things with the volumetric fog effect. A [Material] resource that can be used by [FogVolume]s to draw volumetric effects. Sets the single-scattering [Color] of the [FogVolume]. Internally [member albedo] is converted into single-scattering which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo]. Sets the density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. Sets a 3D texture that is used to scale the [member density] of the [FogVolume]. Sets the hardness of the edges of the [FogVolume]. A higher number will result in softer edges while a lower number will result in harder edges. Sets the [Color] of the light emitted by the [FogVolume]. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the [Color] of the [FogVolume] independently from light sources. Sets the rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of [code]0[/code] results in uniform-density fog. The height threshold is determined by the height of the associated [FogVolume].