I wanted to ask how to get a volumetric ground Fog - and cutout a part of it.
See:
I need the Fog to be everywhere inside a specific region (not over a complete level), and when the player holds a lamp (or any other item), the fog around him should be deleted.
I need this to create a “Darkness” Feeling. Where you walk (ingame with 3rd person shoulder view) through dark fog, and you need to hold a crystal lamp to vanishes the Darkness around you…
In A8, i could create such an effect with Soft particles - But i´m really new to unity and don´t know a good way to archive the effect here too.
If you have unity pro, you can use my vertical fog shader in my aubergines postprocess effects pack in the assetstore.
It does need slight change in the code though, there is a texture for noise and its tiled, you must change it to cover entire area instead.
caculate the z of your volume Ground fog mesh-> volZ,
decode z depth of the current pixel/Screen Pos from _CameraDepthTexture—>backGroundZ
do a subtract math operation backGroundZ-volZ,then it is the thickness,
the left thing is to apply you mask,either by texture,or a math caculate in the shader