We had an issue with the BumpDistort shader in a particular particle effect, where, as the object got further from the camera, it seemed that a slight haze appeared. It seems this is an issue only when there’s fog in the scene.
See this example - up close the distortion is working fine - at a distance, the ugly artefact shows up:
I made a small tweak at line 19, simply turning off fog in the pass that grabs the color:
SubShader {
Fog { Mode Off }
// This pass grabs the screen behind the object into a texture.
// We can access the result in the next pass as _GrabTexture
GrabPass {
Name “BASE”
Tags { “LightMode” = “Always” }
}
Anyway, this seems to fix it for me, and I thought I’d share!

