Just a heads up. In a couple of weeks we will be replacing depth fog that used vertex depth (view space z coordinate) with range fog that uses the proper distance between each fragment and the camera.
The switch is fully automatic, you don’t need to do anything. Posting this so that nobody is surprised or alarmed when this happens.
Loosely connected: Fog controls for ViewportFrames when?
Also small features such as allowing decals, textures, certain particles not be affected by fog. Fog is currently very cumbersome to implement into games as it can break a ton of visual effects such as overlays and distant textures. BillboardGUI-based UI is completely useless, for instance.
Super glad this is coming. I remember playing games with fog and an easy cheat was to use the side of your camera instead of the front as you could see farther into the fog. This will fix this and also make games that utilize fog more realistic. Great work guys
This update will be very useful for horror games if it changes the way how the fog works around the player,not just the camera direction, because people could easily abuse of the first person by looking sideways instead of foward.
Will we ever get a updated system for fog on how it looks? This is a improvement from before but fog seems like it could use a big update on how it looks visually and or be more realistic.