im making a village scene in unity and have created a fog to blur out the hills in the distance. However, it looks like i placed a grey solid fill instead of the effect I want. I had used the fog in lighting settings to do this, and tried changing the alpha values in the fog colour to make it more transparent, but the alpha value setting did not have a visible effect on my fog… I then added gaussian blur to my camera under global postprocessing volume, but that only worked for the houses. The blur did not apply to the fog in the hills.

Ultimately, I hope to achieve an effect like this real life reference:

What is the easiest way to make my fog more realistic? It might also be good if the fog could be animated to make the game world look less static… Thank you very much. I am using URP and unity 2020 LTS.
As far as I know, default fog implementation is a Lerp between the original color and a solid color based on the distance to the camera. Alpha is not playing a role in the default implementation and is actually a good thing, adding alpha calculations for big areas in your screen will have a huge impact in performance. You have to play with the fog settings: linear, exponential , start and end to achieve the results you want. You can animate those values in runtime. If you can not achieve the results you want you can make your own fog implementation per material in shader graph. I think I saw in the shadergraph thread some people sharing a basic fog implementation.
Perhaps you could consider FakeVolumeFogPainter as a reference. It integrates a height-based fog system and comes with a flowing mask texture for fog, which might help achieve the lighter fog effect you’re aiming for.
please stop plugging your assets on all these old threads. it’s clogging up the new posts.
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