I am running 2020.1.3f1 with HDRP 9.0.0-preview.54
Here is a screenshot illustrating what I mean:
As you can see, I have chosen very similar camera angles/fov etc and the scene looks as I want it in the scene view but simply seems to lack fog/volumetrics altogether in the game view.
I have enabled all the settings needed to have volumetrics in the project. If anyone could straighten me out here I’d very much appreciate it.
Hey, the lights (or some of them) still cast a very dim volumetric effect:

So, the effect is still active.
- Are you sure the volume that controls the volumetric effect can affect your game camera? maybe you have the camera set to a non-default Volume Layer Mask?
- Is the volume you use to control the fog (if any) set to local, and doesn’t have large enough boundaries to encompass the game camera?
- Do you use a custom “Anisotropy” in the volume component for the Fog? This might affect the look of the fog (especially if #1 and #2 are the cause of the issue).
- Is the Exposure fixed? this can also change the perception of the effect. Your game scene looks quite underexposed compared to the scene view. Add a global volume (give it a very high priority), and add an Exposure override to it, and set the mode to fixed. See if it fixes the issue.
Thank you @pierred_unity for taking your time to respond. I appreciate that very much.
I have indeed checked all the items you mentioned and all seems to be as expected. I did try out using a fixed exposure as you suggest which, with an exposure value of 11.3 gives a fairly pleasing result. I do have an additional question though about this whole situation as I was able to “resolve” the issue by moving my camera much closer to the scene. However, this has an unwanted effect on gameplay as the required FOV of the camera is then ~110 which creates quite a distorted appearance for a “sports game”.
Further more, when I move my camera ( in this case the scene view camera further away from the fog it essentially vanishes which I don’t really understand given that I am using a global volume ).
If you could enlighten me as to why that is happening I would be quite grateful.
The effect disappears because the volumetric fog has its own view distance actually. It’s only rendered within a certain range in front of the camera.
If you add a “Fog” override to your volume (if it’s not already the case), there is a parameter called “Depth Extent”. It controls how far the fog is rendered.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.0/manual/Override-Fog.html
I’m not quite sure why the effect is slightly stronger if you get closer though.
@pierred_unity Thanks again for the response. Following your advice, I was indeed able to wrangle it into a state I am satisfied with for now. Much appreciated.
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