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