#How to achieve a clean Fog Depth Effect ?

1 messages · Page 1 of 1 (latest)

gritty sonnet
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Hey everyone, this might be a question suited for #✨┃vfx-and-particles , #archived-shaders , and #archived-urp also, but it seemed fitting to #💥┃post-processing the most.

I've been trying to make a Fog effect for which I need to work in horizontal Depth, i'm trying to make it look thick so that objects fade in nicely, and to hide any pop-in from afar, aswell as for the artistic touch it brings.

I really like how they did it in #drive e.g. https://youtu.be/fhrIH6gir04

Though I have not been capable of reproducing a similar effect, either it be through Shaders, Particles, and other means I've tried.

The only real limitation I have is that we use the Curved World shader, though a Shadergraph Node exists to apply it to existing Shaders.

If anyone had any insight on the subject I'd greatly appreciate it ! 🙂 Thank you very much

autumn elm
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It looks like bog-standard environmental fog

gritty sonnet
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@autumn elm do you mean it's the Render Pipelines basic fog ? Everytime I tried setting it up it always had problems with the skybox or particles and such, we could see outlines in the fog from very very far

autumn elm
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That's not a problem in your example because the horizon seems to be never shown

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The common workaround for horizon outlines is to blend sky color with skybox color

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Or a simpler method to paint with the fog color on the skybox

gritty sonnet
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indeed this exemple differs a bit from what I'm trying to do and yeah our skybox is a gradient and it wasn't working well

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@autumn elm though I didn't know you could paint the skybox with additive fog color, no idea how to do it, i'll have to look

autumn elm
gritty sonnet
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unfortunately yes

autumn elm
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Guess your best bet is to look for the kind of skybox fade effect that's compatible to your rendering pipeline

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Or some other kind of fog solution

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The Drive game gets by with very limited technology as it strategically hides its flaws