#also i shad mention its standard build
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The glow of the lanterns and the flames can be seen through fog because they use transparent shaders
Lit opaque surfaces on the other hand completely override their color with fog over distance
yes be-cos they are particles not light sources
It looks like your fog might be particles as well, rather than scene fog
How the scene fog is applied to each material is entirely up to how each material's shader utilizes it
Light is calculated in the shader just the same way
Fog in the shader is just an override to color based on distance from camera and fog strength
Lighting is a multiplicative color based on nearby light properties, calculated before fog
okay i get that, but do you know how to fix this ๐
You would need a custom shader that in some way considers lighting or brightness when calculating the fog color
so you say unity dos not suport this kind of thing right out of the box got it
So there's no "fix" rather more like "write your own fog"
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
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 ๐
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
Wait, it was called the Halo
if i enable Halo its also seem not to work , tryd it
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
i need to see if there is a tool for custom fog on the assets store for standard build in, lets hope so
Making shaders is difficult without understanding how they work
Amplify shader editor makes it much easier, but still the theory behind shaders is quite unlike most types of code
Built-in RP has many assets and resources since it's been in use for long, it's a good idea to look for some both free and premium
bit strange unity can't handle this kind of thing on its own ๐
The Halos are the feature you are expected to use for this type of issue
URP and HDRP also have the Shader Graph which is the official Amplify-like shader editor but that's another story
If you simply draw lighting through the fog, it'll look quite weird, as if the lights are cutting holes in the fog
already tryd it the halo dos not work ether ๐
Why don't they seem to work?
But they do work?
yes it dos get turned on and they work if i come closer i can see them but not from distance
Important to know that they aren't fully nonfunctioning
so only visible up close not for distance
anyway ty for the help, i will go see if there is a tool on assets store for this problem
That may might be intentional since their visibility is tied to fog strength, but I have little experience with them to share
Since transparent particles show up through fog, you could consider making your own light halos using particle systems with just one particle
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