-
I suggest adding a replacement of the post processing, maybe add another slider, to fog-like effect. I find it adding more calm and realistic look.
```c
if(u_post_processing) {
//float …
-
Project Coord. Andre E. requested for Fog Seal to have their own Fog Seal persongroup and their own start center.
Person Group will be **SBOFGSL**
Security Group will be **SBOFGSL**
Portlets to di…
-
Hello and thanks for providing this great asset!
Unfortunately this doesn't render on WebGL builds (tried with Unity 2022.3.4f1 and URP 14.0.8.)
After doing some searching, it seems to be relate…
-
Hi there, I've been experiencing an strange error when uploading images to DigitalOcean Spaces (S3). Initially, I thought it might be related to the Fog library, but unfortunately, the Fog maintainer …
-
### Is your feature request related to a problem (if not, explain why you think this feature should be added)? Please describe.
When you have a map that has both the sky and a deep pit visible, the d…
-
New fog type with nlRenderVolFog function, uses ray matching on this fog to appear randomly and move on the map, similar to Rain Mist and this photo
![Volumetric-ground-fog](https://github.com/devend…
-
Could also make it effected by lighting too.
-
I experienced a glitch with the `end` value decreasing faster than the `start` value.
For example if `DefaultWhereTheFogStarts=0.8` and `DefaultWhereTheFogEnds=0.95` and you enter a FogDefinitionMa…
-
> This wasn't done the right way, I don't think. What I suggested was to make the `FOG_ENABLED` shader def contingent on whether the view has fog, not whether the material had a flag that disables it.…
-
Fog is applied then disappears so on looping
Same for shadows, and that said shadows from regional weather may be a bit too dark.
I propose just to add some settings to disable fog and shadow mana…