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Action: Scenenode No-Fog (Lit Version)

Description:
This action removes fog from a specific scene node while keeping realistic dynamic lighting. It uses a custom shader that reproduces a simple Lambert-type per-pixel lighting with optional specular highlights. Perfect for highlighting important 3D objects or characters that should remain visible even in heavy fog environments.

Parameters & Their Functions

ParameterTypeDefaultDescription
Target_Node scenenode (none) The 3D object (mesh, cube, etc.) that should be unaffected by fog. The shader will be applied to this node.
Base_Material int 0 The base material index used as a template (copies textures and base rendering settings). This keeps your original texture intact.
Material_Index int -1 The index of the material to modify. Use -1 to apply the effect to all materials of the node.
Light_Node scenenode (none) A reference light source node from the scene. Its direction or position is used to calculate the light angle and brightness on the object.
Light_Color_R float 1.0 Red component of the main light color (range: 0.01.0).
Light_Color_G float 1.0 Green component of the light color.
Light_Color_B float 1.0 Blue component of the light color. Together, these define the hue and intensity of the light.
Ambient_R float 0.2 Red component of the ambient light (global background illumination).
Ambient_G float 0.2 Green component of the ambient light.
Ambient_B float 0.2 Blue component of the ambient light. Increasing these values brightens the shaded areas.
Specular_Intensity float 0.0 Strength of the specular reflection (shiny highlight). Set to 0.0 to disable the specular effect. Values around 0.1–0.3 give a soft gloss.
Specular_Power float 32.0 Controls how sharp or spread out the specular highlight is. Higher values create a tighter, shinier reflection.

How It Works

  • When the action runs, it reads the light direction and color from the specified Light_Node.

  • It then creates a new shader material that:

    • Calculates lighting per pixel using a Lambert diffuse model (brightness = dot(normal, lightDir)).

    • Optionally adds a specular reflection using a simple half-vector approximation.

    • Completely ignores fog, keeping the object fully visible even at long distances.

  • The object’s textures and base material properties are preserved from the original material.

Limitation

  • If your light moves or rotates dynamically, The shadow and light are cast onto the object, and therefore oriented the light node will not dynamically orient the lit and shaded parts of the object.

  • Re-trigger this action periodically (for example, every few seconds) to update the lighting direction could help (maybe).

Example Use Case

You have a player character in a foggy environment, but you want the player model to remain clear and visible while keeping light and shadow from the main lamp.
Apply this action to the player’s mesh node, choose the scene’s main Directional Light as the Light_Node, and the result will be a lit, fog-immune character perfectly integrated with the environment.

Conclusion

This advanced CopperCube action combines fog exclusion and realistic dynamic lighting in a single tool. It allows you to highlight objects visually while maintaining the same light and shadow behavior as the rest of your scene. Ideal for cinematic focus points, glowing props, or gameplay elements that must stay visible in dense fog. 

If this plugin helped improve your CopperCube project, feel free to leave a comment, follow my page, and support my work with a small tip if you’d like. Thanks for checking it out—and happy game dev !

Updated 21 hours ago
StatusReleased
CategoryTool
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorNixilliscyte
GenreAction
Tags3D, behavior, coppercube, dynamic-light, fog, plugin

Download

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Click download now to get access to the following files:

action_Scenenode_No_Fog_Lit.js 6.2 kB
No_Fog_Dynamic_Light.ccb 6.3 MB

Development log

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