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Global fog effect for Unity
B"H
This would seem rather simple but I'm trying to do fog in unity to cut out the distance items, and
Tried using kinofog
but I got these errors (after applying cubemap texture to camera)
How can I clip out distant objects such that the clipping isn't so sharp, and the intensity of the fog isn't cutting it out?
I dont really understand the reason, but if you drop it in scene and press "fade to skybox" you will see multiple errors.
Do you still plan to update this for procedural skyboxes? That would be a very nice feature to have.
Does not work correctly with single pass forward stereo rendering. it might have something to do with _CameraWS in the shader. Rotating the head causes misalignment issues.
Currently if skybox have clouds and i have terrain with mountains, mountains look transparent because clouds are overlapping them
so i have idea that can specify custom blending texture, or if shader uses only horizont line for blending color would also work
If enabled it creates black screen in build(before that it corrupts the render output making it inverted and such)
When importing the package, I'm getting an error related to the TextMeshPro/Mobile/Distance Field.
I don't know why.
When switching the camera from deferred to forward everything works well except for small line artifacts on the edge of objects. Would be nice to have this work since we used deferred for mobile devices.
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