I’m wanting to set up a pseudo-open world sub-framework. I’ve learned about async loading and have it working to additively load scenes. I’m sort of welding ongoing projects together here.
My objective is a setup where I can make a continuous static world at my own pace in Blender and deliver it in segments, where the player is only constrained by natural geographic boundaries: cliffs, mountains, high walls, rivers, tree walls, “magic” shields, etc.
First thought is a solid, opaque fog wall around the player.
I’ve been tweaking the stock Unity global fog and it’s not designed for this. You can get close by setting the clear flag to a solid color matching the fog. Any shader resource examples for depth buffer based fog?
The other thought is to take the entire world and bake distant skyboxes for each area, I’m gonna start experimenting with this. Would I do this in Unity or Blender?
It’s gonna be an adventure and a pretty long project.