#Volumetric fog starts flickering when moving away from 0,0,0

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fallen goblet
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I’m using a custom raymarched volumetric fog shader in URP that looks fine near the origin, but when the camera moves far from (0,0,0) around 8 km or more — the fog edge in the sky starts to flicker up and down / side to side. It sometimes stabilizes when I stop moving or toggle a render-pipeline setting like anti-aliasing, then resumes flickering once the Game view regains focus. Disabling TAA and HDR doesn’t fix it.
I know pretty much nothing about shader coding, this is a fog pass i downloaded from git, and slightly modified by GPT to add a limit in the sky for how high it is rendering. Help is really appreciated.

upper jetty