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The upcoming remake of Super Mario RPG uses an effect that adds a 'colorful fog'(I'm really struggling to describe it 😅) to certain parts of the screen. It's mostly used in the corners and top of the screen. I specifically want to replicate how they managed to contain this effect to certain areas of the screen while still keeping other parts' colors saturated and vibrant.


Here are some examples of the effect in question:

enter image description here enter image description here enter image description here

And here's a link to the game in motion. Some timestamps where the effect is present are:

1:22, 1:30, 2:07

https://www.youtube.com/watch?v=Y-RMxmwtaas


Is anyone able to please educate me on what this effect is and how it can be recreated in Unity(URP)?

Thanks so much for taking the time!😊

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    \$\begingroup\$ I won't be able to experiment enough to verify an answer, but this looks like a distance or volumetric fog in a purplish hue that's then punched out in a colour grading post-processing pass, mapping the otherwise desaturated greens in the fog back to a greener look. \$\endgroup\$
    – DMGregory
    Nov 6 at 10:27
  • \$\begingroup\$ It looks like there isn't a clear cut answer for this. The colour grading post-processing sounds like it will make implementing this more involved than I thought... Though, at the very least you've got me researching distance + volumetric fog. Glad I learned these existed! \$\endgroup\$ Nov 9 at 18:12

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