Textured Fog

Has anyone found a way to use a texture as distance fog, most likely in an image effect. Basically a rendertexture (low res would work well) of the background skybox through a duplicate camera. This overlayed on the main camera in the scene and masked based on depth.

The effect should look like this, created with 3dsmax:

It hides the horizon line way more effectively than a single solid color in the standard fog.

Any help is greatly appreciated.

Looks a bit tricky. Can you do it just making the objects transparent?

You could possibly use a grab pass in the shader.
Render the scene without the cylinders to a texture.
Then use a shader that would sample that texture in screen space and blend it based on the the depth.

What i do is, have a lookup gradient based on the horizon of the skybox and change the fog color according to camera direction. So, the fog color matches up with the skybox.
Lots of texture work and fine tuning though.