Fog parameters are controlled with Fog command.
Fogging blends the color of the generated pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary down towards a constant color based on distance from cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary. Fogging does not modify a blended pixel’s alpha value, only its RGB components.
Fog {Fog Commands}
Specify fog commands inside curly braces.
Mode Off | Global | Linear | Exp | Exp2
Defines fog mode. Default is global, which translates to Off or Exp2 depending whether fog is turned on in Render Settings.
Color ColorValue
Sets fog color.
Density FloatValue
Sets density for exponential fogA fog model that emulates realistic fog behaviour by simulating light absorption over distance by a certain attenuation factor.
See in Glossary.
Range FloatValue, FloatValue
Sets near & far range for linear fog.
Default fog settings are based on settings in the Lighting Window: fog mode is either Exp2 or Off; density & color taken from settings as well.
Note that if you use fragment programs, Fog settings of the shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary will still be applied. On platforms where there is no fixed function Fog functionality, Unity will patch shaders at runtime to support the requested Fog mode.
Did you find this page useful? Please give it a rating: