• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by mikelortega · May 06, 2015 at 05:13 PM · shaderfogeffectsstandard-assetsfar

Global Fog not hiding geometry at far end

Hi,

I'm having problems with fog not hiding properly the geometry at camera's far.

For instance, in this scene, there is a sphere half outside of the far end of the camera. The Fog affects to the sphere, but just where the far plane cuts the sphere, you can see a ring, the fog isn't working the way it should.

It only happens with Opaque materials, with Fade or Transparent materials it works.

alt text

I think the Global Fog shader has problems to process geometry at the far end.

Have you experienced anything like this?

Do you consider this is a Global Fog shader's bug?

global-fog-far.png (238.3 kB)
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image mikelortega · May 07, 2015 at 08:07 AM 0
Share

The effect is more dramatic with Deferred rendering path. I've just filed a bug, let's see :)

alt text

global-fog-far-deferred.png (244.5 kB)

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by mikelortega · May 26, 2015 at 12:33 PM

Ok. So I solved the problem commenting lines 140 and 141 of GlobalFog.shader

     // Compute fog amount
     half fogFac = ComputeFogFactor (max(0.0,g));
     // Do not fog skybox
     //if (rawDepth >= 0.999999)
     //    fogFac = 1.0;
     //return fogFac; // for debugging

The drawback is that the fog hides the skybox, but that's an effect that I wanted (when there's fog you cannot see the sky).

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Why is bump map implementation missing from standard shader code? 0 Answers

Revealing only a section of the background in Unity2D 1 Answer

Best way to do distance fog with Orthographic camera 0 Answers

Transparent gaseous/foggy sphere 0 Answers

Modified Standard Shader doesn't work on new material. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges