Foggage

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.

I Believe so too. Ill try that though I already have too many polys. Ta
AC

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)

Cheers,
-Jon

Fog is calculated per vertices, so huge polygons can look weird. Can you show how the scene looks in editor in the wireframe?

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