Comments (2)
The underwater renderer is not compatible with volumetric fog in its current implementation. You might be able to workaround the issue using depth somehow without negatively affecting the fog. Perhaps an inverted depth-only sphere around the light.
from crest.
(Didn't mean to close / reopen the thread) Wasn't aware it was not supported, thought maybe some of my settings were incorrect. I will look into a solution like that and comment on this thread if I find one. Worst case is that I just live with it, it's not a huge deal.
from crest.
Related Issues (20)
- Local / movable spectrums or crest shapes HOT 3
- Foam / wake vibration when approaching whirlpools HOT 20
- Pressing the Windows Key in the editor disables underwater rendering HOT 3
- Wake / foam artifacts when moving the camera quickly HOT 11
- Delayed LOD / tile enabling when using large clipping areas HOT 5
- Depth Cache not populated - Exported Image is Black HOT 8
- Water interaction is not visible when moving camera away from the sea level HOT 1
- Underwater broken with XR multi-pass rendering HOT 1
- No caustics, no shadow data and/or constant shadowing on iOS
- Error of Does not exist some Classes. HOT 1
- Sporadic gaps / precision errors in tiles. HOT 35
- SphereWaterInteraction and RegisterDynamicWavesInput do not work correctly inside a flow area HOT 11
- Activating flow in the material when oceanrenderer is running does only work in editor HOT 2
- FindObjectsSortMode HOT 3
- Enable Shader API does not function without changing underwater appearance HOT 20
- Enable Shader API causes artifacts HOT 4
- Planar Reflections issue with non-standard shaders using transparency HOT 13
- Premature tile culling during extreme camera maneuvers above the ocean HOT 1
- Portal feature broken with Unity Recorder 360 View
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from crest.