Hey everyone, this is with the built-in rendering pipeline.
I’m trying to set fog via code by querying a map of colors and numbers.
private Dictionary<int, Color> fogColors = new Dictionary<int, Color>()
{
{ -4, new Color(60f, 59f, 60f, 1f) },
{ -3, new Color(82f, 81f, 82f, 1f) },
{ -2, new Color(96f, 97f, 96f, 1f) },
{ -1, new Color(126f, 125f, 126f, 1f) },
{ 0, new Color(128, 128, 128, 1f) },
{ 1, new Color(126f, 125f, 126f, 1f) },
{ 2, new Color(176f, 175f, 176f, 1f) },
{ 3, new Color(195f, 196f, 195f, 1f) },
{ 4, new Color(218f, 219f, 218f, 1f) }
};
//Later on, in Update()...
RenderSettings.fogColor = fogColors[stateObject.polarity];
Setting fog without changing it in code (i.e. in the editor before playing) works fine.
But setting the fog in code turns everything to a super strong white!
And checking the fog in debug mode even reveals it’s set to the right color. So I don’t know why I’m having this issue
I had more pictures to post but I can’t show them here. You can see them in the Unity Discord server under Shaders posted today.
