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Volumetric Fog & Mist - AAA realistic and animated fog, dust, low clouds and mist

Discussion in 'Assets and Asset Store' started by Thrawn75, Dec 1, 2015.

  1. FeastSC2

    FeastSC2

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    Is volumetric fog compatible with Unity's Post Process? If so, how do I make them work together?
     
  2. Thrawn75

    Thrawn75

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    Yes, you can use Volumetric Fog & Mist along with Post Processing Stack in builtin pipeline. Make sure the "Direct To Camera" checkbox is disabled in Post Process Layer component.
     
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  3. FeastSC2

    FeastSC2

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    What do you suggest I do in order to have those eyes stay in the black so that we the player can't see that they don't have a body? Previously I used a camera with a pitch black background.

    I can do the same with your asset but I'd like to try to use more features of the fog.

    upload_2019-12-11_2-13-24.png
     
  4. Thrawn75

    Thrawn75

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    You can place a fog area covering the zone with low noise (so it becomes very thick) and very dark colors:
     
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  5. Antumarin

    Antumarin

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    Sorry it took this long to answer. I reduced the dithering and while the effects were reduced, they aren't completely gone.
     
  6. Thrawn75

    Thrawn75

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    If you're using a fog area, you may want to increase the Jitter setting to reduce hard border artifacts. If the issue persist, please contact us by email so we can work on a repro. Thanks.
     
  7. kyleshell

    kyleshell

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    Hello, I'm highly considering picking up this asset, but I'm on the fence. I understand that Volumetric is not optimized for mobile, but Dynamic Fog is. Does this include support for Nintendo Switch? I couldn't find anything about support for different consoles, so I figured I'd ask.
     
  8. Thrawn75

    Thrawn75

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    Can't tell about Switch compatibility but feel free to try it on your own project. If it doesn't work on Switch, please contact us.
     
  9. FiveFingerStudios

    FiveFingerStudios

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    I'm using it in a FPS VR project.

    I'm noticing that as I walk through it, it seems to come towards the camera at a faster speed that the geometry in the scene. Is there a way to control this?
     
  10. Thrawn75

    Thrawn75

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    Not sure about what could produce that effect. Could you please send me an email with your Volumetric Fog settings?
     
  11. Robdon

    Robdon

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    Hi,

    I currently have a 'fog' solution in my 2D project, and it basically uses the particle system to move 15-20 large transparent textures around the screen and it gives me a fog effect.

    The problem with this is it creates a massive overdraw problem, and it can kill your fps if you don't have a fast graphics card. (Even with a RTX 2080 Super, I get a drop from 600fps, to 400fps, when testing with it)

    How does your system work, and does it create a big overdraw overhead?

    What I'm trying to create in my 2D game is some lightish fog in the background layer behind the player and cave system, so it's nothing that much or too 'thick' fog.

    I know it's hard to tell, but what kind of fps drop do you typically get adding your fog system into a scene?

    Just wanted to know if your asset is likely to fix my performance problem, before I think about buying it :)

    Thanks, Rob.
     
  12. FeastSC2

    FeastSC2

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    @Thrawn75 Your asset is great, I'm having a lot fun with it :) Glad to see it does not impact performance too much so far.

    I would like to have the effect of the fog void on more than a single target.

    I have torches in my scene and I want them to dissipate the fog if they're toggled on. Anyway the specific effect I'm looking for really is the fog void, is there a way I can have more than one fog void?

    I tried to do this with the Geometry mask inverted but since there is not falloff it doesn't look good.

    In one of my shader scripts. I set the radius, and the position of many objects directly into the shader with an array. Is something similar possible with your package?
    Code (CSharp):
    1.             Shader.SetGlobalVectorArray(ShaderID.Positions, new Vector4[100]);
    2.             Shader.SetGlobalFloatArray(ShaderID.Radius, new float[100]);
    upload_2019-12-22_3-26-16.png
     
    Last edited: Dec 22, 2019
  13. Thrawn75

    Thrawn75

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    Honestly can't say what performance you will get, it depends on so many settings, distance covered, quality, lighting options, ... it's an effect that has been tweaked for years to provide the best performance possible for the active feature set but it's a raymarching system nevertheless so probably a few sprites would perform better. Also it depends on the effect you like most/fits better at the end.

    Yes, Geometry Mask works like a stencil buffer by checking depth so it's a bitwise op. Have you considered using the fog of war feature as an alternative? You can control the transparency level at any position this way and have a smooth falloff.
     
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  14. FeastSC2

    FeastSC2

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    I'm going to try it out

    There's still something I don't understand: in the picture of my previous post the Fog Void is offset compared to the gameObject target. Depending on if my player is higher/lower in Y position the Fog Void is either in front or below the player. Sometimes it's completely gone. What's happening?

    https://i.imgur.com/Y5qy1sB.gifv
     
  15. Thrawn75

    Thrawn75

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    Try enabling "Raymarched Void Area" in Shader Options section (button at top of Volumetric Fog inspector). This forces the fog void area test to be performed along the ray, instead of just at the end of the ray.
     
  16. FeastSC2

    FeastSC2

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    Most of or none of the demos work for me due to scripts being missing. Like the character controller script.
    upload_2019-12-22_11-5-36.png

    I assume I must write in the FogOfWar texture to remove the spots where I want the fog to be gone. Is that all?
     
  17. FeastSC2

    FeastSC2

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    With the Raymarched Void Area, it seems to be better but it still doesn't quite fit to where the character is.

    Unity_eksI5a4jt5.png

    The Fog Void looks like it's drawing a circular shape in 2D (on the final image) and not in 3D because it also affects objects that are higher than my character.

    upload_2019-12-22_11-16-25.png

    Is there an option to make it 3D? (I would like the character to be the source of the radius) instead of the character's position on the 2D final image.
     
  18. Thrawn75

    Thrawn75

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    Check the READMe file. It states you need to import the Standard Assets from the Asset Store (just for the demo scenes).
     
  19. holodevice

    holodevice

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    I have issues with Quest . Fog is not showing.
    I am using Unity version 2019.2.12.f1 , Oculus Quest . Shader options are removed. Profile's Default settings were not changed. IMG_20191230_110455.jpg IMG_20191230_110334.jpg
     
  20. Thrawn75

    Thrawn75

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    Hi!
    We’re investigating the issue but it seems like the Quest is not capable enough to run certain complex (ie. ray marching) shaders.
    Dynamic Fog & Mist, which is included in the package, works fine on the Quest though.
    Regards
     
  21. HerVap

    HerVap

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    May i ask for a refund? and how can i do it, to buy dinamic one coz this one doesnt support lwrp.
     
  22. Thrawn75

    Thrawn75

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    Hi! For questions regarding your purchase, please contact us directly by email. Please include your invoice/order number.

    Note that in the Volumetric Fog & Mist package, Dynamic Fog & Mist is included, which is compatible with LWRP.
    Also we're working on an URP compatible version of Volumetric Fog & Mist.
    Regards
     
  23. Thrawn75

    Thrawn75

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    Upcoming improvements to fog of war painter...
     
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