#also i shad mention its standard build

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misty patio
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The glow of the lanterns and the flames can be seen through fog because they use transparent shaders

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Lit opaque surfaces on the other hand completely override their color with fog over distance

frigid cedar
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yes be-cos they are particles not light sources

misty patio
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It looks like your fog might be particles as well, rather than scene fog

frigid cedar
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nope its just scene fog

misty patio
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How the scene fog is applied to each material is entirely up to how each material's shader utilizes it

frigid cedar
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i get that but so what dos light have to do with that

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light is not material

misty patio
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Light is calculated in the shader just the same way

frigid cedar
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aha did not knwo that

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so how do i fix this any *idea *

misty patio
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Fog in the shader is just an override to color based on distance from camera and fog strength

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Lighting is a multiplicative color based on nearby light properties, calculated before fog

frigid cedar
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okay i get that, but do you know how to fix this ๐Ÿ˜…

misty patio
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You would need a custom shader that in some way considers lighting or brightness when calculating the fog color

frigid cedar
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so you say unity dos not suport this kind of thing right out of the box got it

misty patio
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So there's no "fix" rather more like "write your own fog"

frigid cedar
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thanks

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for the help

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๐Ÿ”ฅ

misty patio
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There are "surface shaders" in built-in which give you the lighting and fog information as shader methods and variables so you can use them in some new way, without having to make every Standard shader feature from scratch

frigid cedar
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i don't have any knowledge on how to code,so lets hope there is some cool assets tools on the assets store that can help me out ๐Ÿ˜„

misty patio
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However, the idea with this type of fog is that you cannot really see lit surfaces through fog because the fog is physically occluding them
The built-in render pipeline has another feature to help with that called Flares I think

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Wait, it was called the Halo

frigid cedar
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if i enable Halo its also seem not to work , tryd it

misty patio
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When looking at a light through fog, even in real world you don't see much besides the fog being illuminated by the light, which the Halo component approximates

frigid cedar
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i need to see if there is a tool for custom fog on the assets store for standard build in, lets hope so

misty patio
misty patio
frigid cedar
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bit strange unity can't handle this kind of thing on its own ๐Ÿ˜…

misty patio
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URP and HDRP also have the Shader Graph which is the official Amplify-like shader editor but that's another story

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If you simply draw lighting through the fog, it'll look quite weird, as if the lights are cutting holes in the fog

frigid cedar
misty patio
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Why don't they seem to work?

frigid cedar
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no clue

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if i enable same i cant see them in distance true fog

misty patio
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But they do work?

frigid cedar
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yes it dos get turned on and they work if i come closer i can see them but not from distance

misty patio
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Important to know that they aren't fully nonfunctioning

frigid cedar
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so only visible up close not for distance

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anyway ty for the help, i will go see if there is a tool on assets store for this problem

misty patio
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Since transparent particles show up through fog, you could consider making your own light halos using particle systems with just one particle

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But it's very likely that someone already has solved just this problem for you in an asset on the store or in github, or similar