Hello
So Ive got Fog enabled, and it makes some textures go funny. Specifically, objects are fogged differently even though theyre the same distance from the camera. Ive tried a few differernt shaders, but that doesnt fix it. What u see here, is fog on and off, all textures are lamberts in maya, diffuse detail in Unity, and all objects u see are combined into one in Maya. The only difference is scale. if The bumpy bits were scale 1, the flat bits would be scaled up a great deal(x500). Is the fog doing its thing based on vertex count within the frustrum?If so can I cicumvent this?
I also see its possible to manipulate fog via scripting. Maybe someone has some advice directly relevant to this scenario?
Thanks, Yet again
AC
I’m not sure, but I remember an earlier post about strange fog where the problem was fixed by sudividing some of the surfaces. From what I recall, fog is interpolated across polygons, so if that ground plane of yours is just a big quad you’re going to get what looks like uneven coverage.
Of course it could be something completely different, I don’t know.
Really?? How many? From your screenshots it looks like you have too few, except possibly the tree, which I’m not able to tell. (Okay, you can’t tell at all I guess without making some assumptions)
Hi Aras
I smoothed the plane, and the extra geometey fixed it.
You could do some cool effects by having denser areas of verts in places.
All good! Cheers!
AC