We’re happy to announce the availability of Dynamic Fog & Mist 2, a full-screen image effect that adds live, moving Fog, Mist and Sky Haze to your scenes making them less dull and boring.
NEW 7! Includes support for Universal Rendering Pipeline!
Dynamic Fog & Mist is optimized for performance and includes 6 fog effect variants plus a collection of custom materials (optional). The latest addition overcomes the limitations of depth based fog effects allowing fog to appear around your view even if there’s no geometry in front of you.
Congrats! Looks promising.
I have some questions, I’d appreciate if you can answer.
-I’d like to know how much it takes in ms to compute such an effect?
-Is there a downloadable demo?
-Can we use our own textures? How much can we customize its look?
-Does it play good with other Screen Space Effects? DoF, SSAO
-Does this system somehow use particles or is it pure Screen Space and no geometry is generated at all?
-Is it possible to add a Rain effect with this system?
It’s a full screen image effect so it depends on screen resolution, not geometry.
Inside my Unity Editor on a MBP Retina (late 2012 model) with Game window occupying entire panel, runs at 200-300 fps with the advanced fog shader.
Well, no. There’s the video though, recorded from my Unity Editor.
The fog doesn’t alter your textures nor shaders. It composites over the rendered frame, having into account depth and normals buffers so it should work with your current scenes.
You can configure the following parameters:
Effect type: this is one of the 3 shaders variations included (“advanced”, which uses a more complex algorithm for a more realistic effect, “normal with sky” which is a little bit faster and “only ground” which doesn’t affect the sky).
Preset: a collection of 6 pre-configured parameters for a quick setup. You can of course change the parameters afterwards.
Alpha: overal translucency of the fog.
Noise strength: controls the power of the randomness of the fog. It will make the fog more or less uniform.
Distance and distance falloff: controls where the fog begins and the roughness of the transition.
Height and height falloff: same for the height.
Turbulence: controls how much chaos is applied to the fog movement.
Speed: the speed of the animation.
Color: the tint of the fog.
Sky haze: controls the fog impact on the sky. The greater the value the more visible and tall will be the fog on the horizon.
Sky speed and noise strength: works similar to the above parameters but restricted to the sky.
Yes, works well with others. Tested also with Antialiasing.
Pure Screen Space effect.
Do you mean if it’s compatible with a rain particle system? Yes, it has been tested with some rain fx particle systems on the Asset Store. Tested also with standard smoke and fire particle systems.
Looks interesting. Any planned support for volumes? Similarily to AmplifyColor volumes work. Setting gameobject + volume that define settings for Fog & Mist to fade in and out depending on if the camera is in- or outside said volume.
I thought since this is a screen fx that mimics particle behaviours, instead of using a rain particles we might be able to use screen space rain with this system. But after reading your answer; It doesn’t look like a possibility.
But if coupled with a particle rain “Dynamic Fog & Mist” can work as rain particles raising from ground.
XaneFeather’s idea is really good! It would be nice to be able to discard interiors from the effect.
One more thing;
Watching the video again, I thought this can also be used as Cloud shadows. Do you think it is feasible?
Cloud shadows? Yes, it could be done. Are you thinking of integrating fog with other asset?
Next version will feature volumetric fog with volumes and other special effects.
Hi there, I just bought this to use in some VR projects with my Oculus DK2.
It is working however when you look down the fog speeds up, and when you look up the effect is cut off. I have tried setting the distance settings as far as they go but the fog only works for a certain distance…
Yes I was hoping I could use “Dynamic Fog & Mist” with https://www.assetstore.unity3d.com/en/#!/content/33271
PA Particle field also has Volumes to control where the particles spawn. And since you’re looking at a possible Volume support, I thought of asking any change of integration.
My last question is, Did you test this with Deferred/Linear rendering? Are there any Rendering path or Color Space restrictions?
thanks for the video. I’ll check this issue and post a fix on our support forum. I’m also already working on v2. I recommend you to signup on kronnect.com and continue discussions over there, where you will be able to download new betas as well.
The volume support is implemented through a script which acts over a box collider, so I think it could work with PA Particle if it also uses box colliders (you should then add our script to their volumes). The standard way would be the classic Menu Item / GameObject / Create Other / Fog Volume. And you will setup the position/scale of the box collider.
I have tested the fog with linear and deferred, both linear and gamma. Regarding HDR you should add this image effect after Tonemapping.
Hey Thrawn! Do tell once fog volumes are in as we’d love to try it out in our project. We have a dense swampy forest scene where a bit of mist in some places could contribute to the overall atmosphere.
We have the V1.2 ready with support for fog volumes. We’ll submit it to the Asset Store today.
If you have purchased it, you can download it from our Support forum now.
The update includes a new demo scene with a FPS setup, showing a fog volume in action.
We’re excited to reveal our work on Volumetric Fog & Mist, AAA realistic and moving fog, dust, low-clouds and mist for Unity, which is now available on the Asset Store.
I guess you refer to Volumetric Fog & Mist and not Dynamic Fog & Mist, since the later does not use any keyword.
Volumetric uses 5 shader keywords to create optimized shader variants. All of them are shader options, so if you don’t need them, you may remove them from the shader as well as the enclosing #if#endif sections.
The keywords used are:
FOG_DISTANCE_ON: enables additional computation when fog distance is used (>0)
FOG_VOID_ON and FOG_BOX_VOID_ON: same when void area is used (void radius>0).
FOG_HAZE_ON: used when sky haze is used (sky haze height > 0).
FOG_OF_WAR_ON: used when fog of war is enabled in the inspector.