EDIT:
Anything below y 0 is considered fully fogged, above is calculated according to FogAltitudeScale and fogthinning values
All the input values about fog are real world values (fog near, fog far, fog altitude…etc.)
The shaders are for learning purposes at the moment (my own self learning purposes :p) i feel more comfortable with these now,and i think i will make usable sets of these shaders then i might add those.
Wow, that’s great!! Just what I was thinking about. But I thought about if it’s possible to modify Unity fog. As far as I understand you’ve made a shader for individual objects?
What’s the best way to use this? Can it automatically fog the whole scene?
Sorry if I ask stupid questions I’m new to all this.
It is per object, if you want to use it in whole scene, you will need to change any shaders currently in scene and add the fog part to it. Or you may ask a feature request to unity to include a smiliar method for vertical fog.