<string><html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html></string>
<string><html><head/><body><p>Allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. Can negatively impact performance.</p></body></html></string>
<string><html><head/><body><p>Enables soft particles for particle effects. This technique softens the intersection between individual particles and other opaque geometry by blending between them.</p></body></html></string>
<string><html><head/><body><p>Allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. Can negatively impact performance.</p></body></html></string>
<string><html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html></string>
<string><html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html></string>
<string><html><head/><body><p>Reduce visibility of clipping plane by blending objects with the sky.</p></body></html></string>
<string><html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html></string>
<string><html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html></string>
<string><html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html></string>