As far as I can tell, particle effects do not seem to have any interaction with the global fog effect. All particles are always drawn behind the fog.
After doing some research I added the @ImageEffectOpaque to the GlobalFog.js, but that causes all transparent particles in the scene to disappear completely (including the fog). Is there any way to have the global fog effect interact with other transparent objects and particle effects? Did I do something wrong with @ImageEffectOpaque? I followed the advice here. Does my particle shader need to be adjusted also?
As a side note. My game uses three cameras. One that renders the skybox first. The next renders the scene and has the global fog image effect (as well as a few others). And a third that renders the GUI last on top of everything else.
– x70xIn doing a little more research it seems like perhaps this is part of my problem [http://answers.unity3d.com/questions/330892/why-is-the-second-camera-interfering-with-image-ef.html][1] I don't really understand most of what they are saying though. Anyone care to help me figure out what is going on there? I think it's my multiple cameras interfering with each other somehow. [1]: http://answers.unity3d.com/questions/330892/why-is-the-second-camera-interfering-with-image-ef.html
– x70xThe reason behind things getting rendered out of order, is because global fog works with the Z buffer. Transparent objects/particles do not write to the z buffer, so particles are effected as much as the objects they are covering by the fog. This is impossible to counter
– Benproductions1