Volumetric Fog?

Hi,
I’m trying to have volumetric fog in my game, but every time I enable fog, it tends to stick only on the terrain, and I can’t see any fog up from the terrain. I need a 360* fog and was wondering if there’s a way to do that.

Thanks in advance

-Sahil

Turns out the Global Fog image-based shader (http://unity3d.com/support/documentation/Components/script-GlobalFog.html)

does some pretty good screen space volumetric fog. Drop it on the camera, and select the fog mode to Absolute or Relative Y and/or distance and watch the fake volumetric fog fill the screen.

There’s plenty of options to choose from also.

  • Sahil

The default fog in Unity fades to a block colour, not the skybox- the skybox itself is not subject to attenuation from the fog!

More importantly, this fog is hardly what one could call ‘volumetric’. All it does is fade away as the camera gets further away. If you wanted your fog to affect the skybox as well, make your sky colour the same as the fog colour so that you can’t see the difference. I would like to write a fog shader that fades to skybox, but I haven’t yet so I can’t really help with that exact problem.

As far as I can tell, the default settings for the fog conflict a bit with the default skybox colour. You need to set them to be the same, then you won’t get weird horizon shapes when things are fully in fog.

Well, I created Volumetric Fog & Mist. Check out this video: Volumetric Fog & Mist (2/2) - YouTube

[2016] In the Unity Adam Interior demo, on the asset store, (Unity 5.4.1) you can find a “VolumetricFog” script attach to the camera. The Asset script is in Features, Volumetric Fog Folder. It works in a small interior (illumination is less than 10 m) with no directional light.

There is this also this True Volumetric Lights (Now Open Source) here:
https://forum.unity3d.com/threads/true-volumetric-lights-now-open-source.390818/

I want the same effect. This video helped me a lot to get volumetric effect. - YouTube

Yea, I’m looking for a more volumetric solution, figured someone would’ve written a shader for that, oh well, I guess I’ll have to write it myself.

-Sahil