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Question by ArachnidJacob · Aug 29, 2017 at 09:11 PM · shaderrenderingtransparencyfogrenderqueue

Unity System Fog Access

So I've run into the classic post-effects fog problem of having non z-buffer objects draw on top of my fog (transparent objects, particles)

Example

The Ball in the middle is a transparent object, further away than the cliffs that show their texture.

Ideally there would be a way to re-write the system fog, or at the very least have access to the colors it draws so i could inject my sky box colors into it and have it work with transparent objects.

Everywhere i look it seems getting the distance to a non z-buffer object is impossible, making most cases of post-effect fog useless.

I'm out of ideas at this point and i'm welcome to discuss it.

transparentfog.png (454.3 kB)
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