Questions tagged [fog]

Fog typically refers to graphics effects that wash-out colors in a scene based on distance from the viewpoint, and sometimes elevation (height fog). Some fog implementations include lighting effects, changing fog color based on direction or local lights, or modeling light scattering in the air like the visible beams of light through a concert's fog machine haze.

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Set Fog Color to match dynamic skybox in URP

I have a dynamically changing procedural skybox. That's a procedural skybox with dynamic day and night cycle. The main directional light keeps rotating over time by a script, to achieve the day/night ...
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How do I render halfspace fog?

How do I render halfspace fog? From my interpretation, I have a transparent plane in the scene. Then I use a function that returns a fog color in my shader. Do I render the transparent plane by itself ...
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Unity Applying Global Light Settings fog to a non-main camera

Is it possible to apply fog to a non-main camera?
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Strange lighting bug in my game

I've been experiencing this lighting bug in my game. As you can see there is a box around the player on the back wall and underneath it. the platform and back wall are 3D objects and the player is a ...
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How to create a fog for baclgro6 which works on mobile devices?

There is a forum entry, which explains how to create a high based volumetric fog, using soft particles ( How can I create a height-based volumetric fog? ). Unfortunately it doesn't work on mobile ...
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How can I create a height-based volumetric fog?

Recently, I have been looking for techniques to make volumetric fog on some Y position level of the game world. But all I have found are some fog made by using particle system or built-in engine fog ...
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How To Fix Strange White Edges With DOF and Fog in Unity?

I'm using global fog and the standard assets Depth Of Field script but it has a strange effect on the edges of far away objects. How can I make the white edges along the trees blend smoothly into the ...
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Are there performance benefits to full-screen haze filters?

Some games apply a full-screen filter effect that desaturates picture, causing the colors to be "washed out". For example, in Zelda: Breath of the Wild: Someone used Photoshop to remove the filter, ...
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Flare (particle system) showing weird semi-transparent rectangles instead of smoke when there's fog in the scene

I'm making an FPS game with some fog in the scene. I've added a flare particle system (from the standard assets' prefabs) but it looks like it has some weird collision with the fog. Whenever the ...
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How do I disable fog on specific camera/s

I'm building an FPS with fog and I want to include a dynamic minimap, showing the locations of player and enemies in real time. This is utilized by a second camera which is orthographic and looks at ...
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Fog does not obscure horizon in Unity

If you look through fog that continues to horizon it should obscure the horizon. But in Unity (so far) it seems that the horizon shows clearly through the fog. This ruins my underwater effects, etc. ...
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Global fog does not work with deferred rendering in Unity

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?...
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Unity / How do I change the color of an object based on its depth?

The objective here is to change the color of the nearest object. (the nearer the object, the more "colorful" the object gets rendered; and the farther away, the more "grey" the ...
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How do I mask a height based fog?

I've been trying to implement a 3D (with the Y axis being utilized) fog of war system similar to what XCOM uses. There is only one hint that really seems to nail it, but I can't read the actual ...
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Combining skydome and fog

I am developing a 3D game in DarkBASIC Professional, and I have a theoretical problem with the combination of skydomes and fog in general. My question is not specific to a programming language, so I ...
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Atmospheric scattering and fog

I've implemented a dynamic sky model (Preetham). I've got Rayleigh and Mie scattering working fine, but I'm not sure how to get the foggy effects in this Unity article Here is what I have so far: ...
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