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93.0 6.0 8.0 256.38 MB

Implementation of Raymarched Volumetric Fog in Unity's Universal Render Pipeline

License: MIT License

HLSL 19.79% C# 75.63% ShaderLab 4.58%
atmosphere effects fog fog-computing graphics graphics-programming graphics-rendering level-design post-process post-processing

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urp-fog-volumes's Issues

renderQueqe for the shader

Hello! How can I set renderQueqe to Transparent+10 for the shader?
Because when the camera inside the fog we can see the water (3000 renderQueqe), for example
Water is rendering "before" the fog, even if it far away
I changed "beforeTransparents" to true in VolumetricFogFeature.cs but nothing changed

Opacity control?

Let me just say, this asset is fantastic!

Is there any way to make the fog more opaque the further away you are from it? Currently it's the opposite, it gets more opaque the closer you are to it. I'm trying to hide object and terrain pop-in at a distance with this.

Multiple Errors in console

First of all, I wanted to say THANK YOU! This is a beautiful asset and adds a ton to my project. Secondly, there are a 85 errors being populated in the console when I run the game. I'm not sure if this is a me issue or this is a bug within the code. I am using Unity Version 2022.3.28f1:

SerializedObjectNotCreatableException: Object at index 0 is null
UnityEditor.Editor.CreateSerializedObject () (at :0)
UnityEditor.Editor.GetSerializedObjectInternal () (at :0)
UnityEditor.Editor.get_serializedObject () (at :0)
Sinnwrig.FogVolumes.Editor.FogVolumeProfileEditor.OnEnable () (at ./Library/PackageCache/com.sinnwrig.fogvolumes@94cacfe659/Editor/FogVolumeProfileEditor.cs:74)

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