Lesson 10

Atmosphere: fog, glow, and a fitting sky

A few environment settings turn a flat scene into a mood. We tune the WorldEnvironment with fog and glow so GlitchFall's emissive fragments and hazards actually bloom, and the world feels like a place.

▸ By the end of this lesson: A moody, glowing environment that makes the emissive elements shine

10.1Turn on glow (bloom)

  1. Open main.tscn, select the WorldEnvironment, and edit its Environment resource.
  2. Expand Glow and enable it. Raise Glow → Intensity and lower Glow → HDR Threshold toward 1.0 so bright emissive surfaces bloom.

Why emission + glow

Emission makes a material output light-colored pixels; glow (bloom) makes bright pixels bleed into their surroundings. Together they make fragments and the unlocked exit feel like they're radiating — the payoff for using emissive materials earlier.

10.2Add fog for depth

  1. In the same Environment, expand Fog and enable it. Set a low Density and a color that matches the mood (a cool blue-violet suits GlitchFall).
  2. Optionally enable Volumetric Fog for god-ray depth, but plain fog is cheaper and reads fine.

Fog can swallow the level

Too much density and the whole scene fogs to a flat color. Start with a very low density (like 0.01) and nudge up. Fog is a seasoning, not a main course.

10.3Tune ambient light and sky

  1. In the Environment, under Ambient Light, set the Source to Sky so surfaces pick up sky color in shadow — no pure-black shadows.
  2. Adjust the ProceduralSkyMaterial sky/horizon colors toward the palette you want. A darker, desaturated sky sells a corrupted world.

10.4A camera adjustment for mood

  1. Select the Camera3D in player.tscn. Lower its FOV slightly (e.g. 65) for a less fisheye look, or raise it for a faster, tenser feel.
  2. Optionally nudge the camera's offset (further back/higher) until framing feels right for exploration.

Iterate by running

Environment tuning is a feedback loop: change a value, press F6, look, adjust. There's no single correct setting — trust your eye. Take a screenshot before and after so you can compare.

  1. Run with F6. Fragments and the unlocked exit now glow; distance fades into fog; shadows aren't dead black.
  2. The game reads as a place with atmosphere, not a grey test box.

Checkpoint — expected state