I’ve been searching for a way to disable fog within the shader, but are coming up shot. I’ve tried commenting out “#pragma multi_compile_fog” in the standard shader with no luck, and what what I can gather it should be possible to add a nofog somewhere?
Also tried with Amplify, disabling “build-in” fog doesn’t seem to do anything.
Sorry, I’m really bad with shaders, hope someone can help =D.
That should be enough, assuming the object is using Unity’s forward rendering path. However if you’re using the deferred rendering path then fog is getting added via a post process effect and there isn’t an easy way to disable that in a per-object shader way with out writing a fully custom fog shader or forcing your object to render during the transparency queues (which always render as forward, and after the fog post process).
This is a legacy fixed function shader thing. No longer really applicable in Unity 5.