S_ZFogLinearMixes a fog color into the source clip using depth values from a ZBuffer input. The fog amount varies linearly between Fog Near and Fog Far depending on the depth.In the Sapphire Stylize category. 
      Inputs:
 
 
 
 
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Parameters:
- 
   
    Load Preset:
   
   
    Push-button
   
   .
   
Brings up the Preset Browser to browse all available presets for this effect. 
- 
   
    Save Preset:
   
   
    Push-button
   
   .
   
Brings up the Preset Save dialog to save a preset for this effect. 
- 
   
    Fog Near:
   
   
    Default:
   
   0,
   
    Range:
   
   0 to 1.
   
The amount of fog to add to nearby (close) objects. 
- 
   
    Fog Far:
   
   
    Default:
   
   0.8,
   
    Range:
   
   0 to 1.
   
The amount of fog to add to far away objects. 
- 
   
    Fog Color:
   
   
    Default rgb:
   
   [0.5 0.5 0.5].
   
The fog color should normally match the sky or background color of the source clip. Use gray for mist, brown for smog, blue for underwater, etc. 
- 
   
    Z Buffer Type:
   
   
    Popup menu,  Default: White is Near
   
   .
   
How to interpret the values in the Z buffer.
- 
     
      
       Black is Near:
      
     
     Black pixels in the Z buffer indicate that
the object at that point is near (close to you), and white means far
away.
     
- White is Near: White pixels in the Z buffer indicate that the object at that point is near (close to you), and black means far away.
 
 - White is Near: White pixels in the Z buffer indicate that the object at that point is near (close to you), and black means far away.
 
 - 
     
      
       Black is Near:
      
     
     Black pixels in the Z buffer indicate that
the object at that point is near (close to you), and white means far
away.
     
 
- 
   
    Z Buffer Use:
   
   
    Popup menu,  Default: Luma
   
   .
   
Determines how the ZBuffer input channels make a monochrome z image.
- 
     
      
       Luma:
      
     
     the luminance of the RGB channels is used.
     
- Alpha: only the Alpha channel is used, or if there is no valid Alpha channel the Red channel is used.
 
 - Alpha: only the Alpha channel is used, or if there is no valid Alpha channel the Red channel is used.
 
 - 
     
      
       Luma:
      
     
     the luminance of the RGB channels is used.