4
\$\begingroup\$

When I set deferred rendering the global fog from the Unity Standard Assets does not work, there is no fog at all. With forward rendering the global fog works. How do I add fog with deferred rendering?

\$\endgroup\$
2
  • 1
    \$\begingroup\$ I'm unable to reproduce this issue in Unity 5.4.1f1. Creating a test scene with a camera set to deferred rendering and the Global Fog script attached, I observe fog in the game preview window and when running the game. I did have to play with the density and height settings to make the fog more pronounced though - is it possible that the fog is present in your scene, but just very faint/out of view of your camera? By default Height Fog is on, which will only fog content close to the plane y = 0 or below. \$\endgroup\$
    – DMGregory
    Dec 22, 2016 at 20:06
  • \$\begingroup\$ I have uploaded a video that shows the issue: youtu.be/WJ2RavosWXI. \$\endgroup\$
    – Magnus
    Dec 23, 2016 at 20:59

1 Answer 1

0
\$\begingroup\$

Download this: https://www.assetstore.unity3d.com/en/#!/content/83912

After Downloading it attach the "Post Processing Behaviour" Script to your Main Camera. The Script comes with the Package. Right-Click into your assets folder and create a new "Post-Processing Profile". Drag that into the empty Slow in the Inspector in the newly added Script on your Main Camera. Select the Post-Processing Profile and in the Inspector Check "Fog".

\$\endgroup\$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .