Creating local fog

Hey everyone, I have used volumetric fog, but no clue how to make it local. I am making procedural system and want to spawn box colliders containing fog, but able to see the fog outside of the boxes. Sort of like in this video, although this video doesn’t work. https://www.youtube.com/watch?v=gfzExrNySrw
Any help is greatly appreciated :slight_smile:

Hello !
What do you mean “this video doesn’t work” ? It seems to show exactly what you want to do, so, maybe something is not working on your side ? Did you check all the settings mentioned in the video ?

You need to :

  • Have volumetric fog enabled in the current active HDRP asset (Project Settings / Quality / HDRP )
  • Have volumetric fog enabled in the camera frame settings (default in Project Settings / Graphics)
  • Have volumetric fog enabled in the fog volume override (in the scene global settings)

If everything is set properly, adding a local volumetric fog should work.
Note that the volumetric fog renders from the camera point of view, with a default max distance of 64 meters, so if the local volumetric fog is to far away, it will still not show, as it doesn’t intersect the “camera volumetric fog”.

I have, but I have to enter the volume. I want it to shape the volume’s collider.
Edit: So it’s acting like a post-process

Did you maybe confuse a “Local Volume” (volume component on a gameobject) that has a “fog volume component override” (volume setting) , with a “local volumetric fog” component ?
These are two different things.

Ah i did a woopsie, thank you
Didnt know i needed both an object with local volumetric fog, and volumetric fog post-process