Question by 
               StaleQuail · Oct 21, 2020 at 10:59 AM · 
                camerapost processingfog  
              
 
              Change fog density between cameras?,Changing the density of fog
I am looking to change the density of fog between two cameras. I found the below code on a forum post, and I dragged it onto the camera whose fog density I wanted to change, but it is having no effect. Any ideas? using UnityEngine; using System.Collections;
 public class FogDensity : MonoBehaviour
 {
 
     public bool fog;
     public Color fogColor;
     public float fogDensity;
     public FogModes fogMode;
     //public Color ambientLight;
     //public float haloStrength;
     //public float flareStrength;
 
     bool previousFog;
     Color previousFogColor;
     float previousFogDensity;
     FogModes previousFogMode;
     //Color previousAmbientLight;
     //float previousHaloStrength;
     //float previousFlareStrength;
 
     void OnPreRender()
     {
         previousFog = RenderSettings.fog;
         previousFogColor = RenderSettings.fogColor;
         previousFogDensity = RenderSettings.fogDensity;
         switch (RenderSettings.fogMode)
         {
             case FogMode.Exponential: previousFogMode = FogModes.Exponential; break;
             case FogMode.ExponentialSquared: previousFogMode = FogModes.ExponentialSquared; break;
             case FogMode.Linear: previousFogMode = FogModes.Exponential; break;
                 Debug.Log(RenderSettings.fogDensity);
         }
         //previousAmbientLight = RenderSettings.ambientLight;
         //previousHaloStrength = RenderSettings.haloStrength;
         //previousFlareStrength = RenderSettings.flareStrength;
         if (fog)
         {
             RenderSettings.fog = fog;
             RenderSettings.fogColor = fogColor;
             RenderSettings.fogDensity = fogDensity;
             switch (fogMode)
             {
                 case FogModes.Exponential: RenderSettings.fogMode = FogMode.Exponential; break;
                 case FogModes.ExponentialSquared: RenderSettings.fogMode = FogMode.ExponentialSquared; break;
                 case FogModes.Linear: RenderSettings.fogMode = FogMode.Linear; break;
             }
             //RenderSettings.ambientLight = ambientLight;
             //RenderSettings.haloStrength = haloStrength;
             //RenderSettings.flareStrength = flareStrength;
         }
     }
 
     void OnPostRender()
     {
         RenderSettings.fog = previousFog;
         RenderSettings.fogColor = previousFogColor;
         RenderSettings.fogDensity = previousFogDensity;
         switch (previousFogMode)
         {
             case FogModes.Exponential: RenderSettings.fogMode = FogMode.Exponential; break;
             case FogModes.ExponentialSquared: RenderSettings.fogMode = FogMode.ExponentialSquared; break;
             case FogModes.Linear: RenderSettings.fogMode = FogMode.Linear; break;
         }
         //RenderSettings.ambientLight = previousAmbientLight;
         //RenderSettings.haloStrength = previousHaloStrength;
         //RenderSettings.flareStrength = previousFlareStrength;
     }
 
     public enum FogModes
     {
         Exponential,
         ExponentialSquared,
         Linear
     }
 }
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