I recently updated to Unity 3 and noticed that it is not possible anymore to have fog in orthographic cameras. In Unity 2.6 it was working (on Mac at least, on Windows not really). Because one of my project’s graphic style heavily relies on this, I wanted to ask if there is a workaround or someting for this issue. Maybe it’s possible to fix it with custom shaders?
Thanks in advance for any help…
Maybe the same workaround for shadows will work: set the camera’s distance very far away and the FOV to a very small value. Haven’t tried this with fog but it works for shadows.
I think this doesn’t work because fog starts at the position of the camera. It’s exponential fog, so it behaves totally different if the camera is very far away, if you turn down the density. Or is it possible to set a z-start-value for the builtin exp2-fog?
Yeah, you’re right. I guess another way might be to use particles but that would be very expensive performance wise.
BTW - Love your portfolio! 
Maybe create a shader/script setup type thing, that fades at a distance, ok wouldn’t be perfect, but it would work.
particles would be deadly, right.
also with the lack of 3d textures, a fading one is a bit of a problem.
you would likely use a post fx shader (-> pro only) to achieve this, tell the camera to render the depth texture and use that to accomplish a fog alike setup.
(alternatively, depending on what you are looking for, search the board for the ipad fog replacement material, perhaps its enough for your usage)